Files
Cesarus85--mjolnir-vr/source/cache
Milenko 60e568235d High-res HUD: a map's PNGs decoded as it loads, on a thread of their own
The first frame that drew each HUD picture decoded its PNG, which held that
frame up. On the desktop builds a map's HUD PNGs (and its sprite sheets')
are now decoded as the map loads, on a thread of their own, so that the
first frame only uploads them; what is decoded and not drawn is let go when
the map is unloaded. Android and the web build decode each when it is
first drawn, as before.

(cherry picked from commits afa4feaee4935b118dbc6d94140587842205cbfe and
27a22a2ded1bc78323f7f4bf35033dd843f7b956, made again on OpenCE's high-res HUD, its sprite
sheets queued too, and not on the web build)
2026-10-19 22:40:09 +13:00
..
2026-10-11 12:46:28 +13:00
2026-07-14 15:15:33 -07:00