Tilemap: Use simple "TexPool" replacement for atlas allocation
Releasing a Tilemap atlas into the pool on every map switch will blow out tons of smaller textures for very little gain, as atlas textures are already pretty much impossible to recycle anywhere but in new Tilemaps.
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3 changed files with 41 additions and 3 deletions
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@ -123,6 +123,11 @@ struct SharedState
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Quad &gpQuad();
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/* Basically just a simple "TexPool"
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* replacement for Tilemap atlas use */
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void requestAtlasTex(int w, int h, TEXFBO &out);
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void releaseAtlasTex(TEXFBO &tex);
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/* Checks EventThread's shutdown request flag and if set,
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* requests the binding to terminate. In this case, this
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* function will most likely not return */
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