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How am I supposed to know a resource is loaded? http://horde3d.org/forums/viewtopic.php?f=2&t=445 |
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Author: | cantele [ 24.07.2008, 02:53 ] |
Post subject: | How am I supposed to know a resource is loaded? |
When a resource isn't loaded successfully, I can see an entry in the log file. But from the code side this isn't really helpful. I can still apparently possible to successfully add nodes from a resource that wasn't successfully loaded, as apparently it does no error checking or at least it returns a nonzero node. (I think it *should* do error checking even if it's a bit slower though). There is no utility function to only load a single resource from disk (well, I guess I'll have to write one). Wouldn't it be nice to just be able to check whether a resource is loaded or not, after calling loadResourcesFromDisk? In addition to the patch below, I think adding nodes from the resource should also fail. I won't make separate patch, but just paste the changed I made here because my diffs show extremal amount of windows linebreaks... Also the whitespace seems to get smashed when I paste here, but it's just a matter of indenting it again. in egMain.cpp Code: DLLEXP bool isResourceLoaded( ResHandle res ) { return Modules::resMan().resolveResHandle(res)->isLoaded(); } in Horde3d.h Code: /* Function: loadResource Returns whether a resource has been successfully loaded. This function returns whether a resource has been successfully loaded. Parameters: res - handle to the inspected resource Returns: true in case resource is loaded, otherwise false */ DLL bool isResourceLoaded( ResHandle res ); |
Author: | marciano [ 24.07.2008, 19:45 ] |
Post subject: | Re: How am I supposed to know a resource is loaded? |
Thanks for these hints. The isResourceLoaded functionality can be useful in some cases. I also just discussed with Volker the best behavior when calling addNodes with an unloaded resource and it makes sense to return 0 since the scene graph will not be updated automatically even if the scene graph resource is loaded later. |
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