Hello,
I'm in the process of improving the D3DMeshNode9 from GCC4. It currently only uses the mesh portion of a DirectX .x file. I'm using Frank Luna's book (Introduction to 3D Game Programming With DirectX 9.0c) as a guide. My plan is to load the materials and textures of the subsets during D3DMeshNode9::VOnRestore and carry out the details of mesh rendering in the D3DMeshNode9::VRender.
My quandary is when do I actually load the textures? Storing materials doesn't take up much space. Textures, on the other hand, do. Is it better to store a std::vector of textures as a std::string representation of their filename during the VOnRestore function and pull in the Resources during render? Or should the textures be stored as a std::vector of texture pointers (IDirect3DTexture9*)? Would there be much difference in processing time? Is there a third option?
What are your thoughts?
Thanks for weighing in.
I'm in the process of improving the D3DMeshNode9 from GCC4. It currently only uses the mesh portion of a DirectX .x file. I'm using Frank Luna's book (Introduction to 3D Game Programming With DirectX 9.0c) as a guide. My plan is to load the materials and textures of the subsets during D3DMeshNode9::VOnRestore and carry out the details of mesh rendering in the D3DMeshNode9::VRender.
My quandary is when do I actually load the textures? Storing materials doesn't take up much space. Textures, on the other hand, do. Is it better to store a std::vector of textures as a std::string representation of their filename during the VOnRestore function and pull in the Resources during render? Or should the textures be stored as a std::vector of texture pointers (IDirect3DTexture9*)? Would there be much difference in processing time? Is there a third option?
What are your thoughts?
Thanks for weighing in.
-Troy