Documents the ResourceManager and TextureResourceManager structs.
ResourceManager
Still debating on that name (opinions welcome), since it is less of a manager and more just a collection. It keeps an internal array of Resource objects, which can be "allocated" from and "deallocated" to at will. Potential name would be ResourceCollection.
Resources are stored with an ID and the raw data from the file.
TextureResourceManager
This one manages textures exclusively (duh) and has some additional capabilities. It serves as a wrapper around ResourceManager but also allows storing textures in a different way where the actual texture data can be deallocated after it has been uploaded to VRAM (see enum TextureResourceMode), which saves a lot of memory. Normally this isn't possible with just the G2D API.
It also handles allocating and deallocating VRAM, keeping track of texture/palette keys, and performing the actual VRAM upload.
This is part 1 of a 3 (probably 4) part PR to document the Cell Actor/Sprite system.
Documents the
ResourceManager
andTextureResourceManager
structs.ResourceManager
Still debating on that name (opinions welcome), since it is less of a manager and more just a collection. It keeps an internal array of
Resource
objects, which can be "allocated" from and "deallocated" to at will. Potential name would beResourceCollection
. Resources are stored with an ID and the raw data from the file.TextureResourceManager
This one manages textures exclusively (duh) and has some additional capabilities. It serves as a wrapper around
ResourceManager
but also allows storing textures in a different way where the actual texture data can be deallocated after it has been uploaded to VRAM (seeenum TextureResourceMode
), which saves a lot of memory. Normally this isn't possible with just the G2D API.It also handles allocating and deallocating VRAM, keeping track of texture/palette keys, and performing the actual VRAM upload.
This is part 1 of a 3 (probably 4) part PR to document the Cell Actor/Sprite system.