TextureCache
- Last UpdatedDec 14, 2023
- 2 minute read
The TextureCache node is used to manually add textures to the cache that are not included by automatic conversion. It requires MipMap generation and caching to be active to create the cache files.
Platform support
This node is supported on XR-Windows platform only.
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XR-WIN |
XR-P-WIN |
XR-P-IOS |
XR-P-AND |
XR-P-WASM |
|---|---|---|---|---|
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Full support |
No support |
No support |
No support |
No support |
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Automatic generation
The Window version of XR Engine is provided with a system to automatically generate MipMaps for TGA files and cache them into files. This enables the system to speed up the loading process and skip MipMap generation, when the MipMaps are available in the cache. This system is automatic and is based on the content of loaded geometries. It can be activated or deactivated with the Application configuration file.
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MipMaps (also MIP maps) are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the same image. They are designed to increase rendering speed and reduce aliasing artifacts. |
Code example
This is a code example for the TextureCache node.
<TextureCache name="cache" textures="monitor_default.tga,logo.tga" />
TextureCache fields
These are the fields for TextureCache node. Only the node-specific fields are indicated, not fields obtained by inheritance.
Field inheritance: NodeBase > TextureCache
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Fields |
Type |
Use |
Default value |
Description |
|---|---|---|---|---|
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textures |
mstring |
Optional |
Not set |
A list of TGA textures to be manually cached. There is no need to specify the folder. |