TextureReloadRequest¶
-
class
TextureReloadRequest
¶ Bases:
AsyncTask
This loader request will call
Texture::get_ram_image()
in a sub-thread, to force the texture’s image to be re-read from disk. It is used by GraphicsStateGuardian::async_reload_texture(), when get_incomplete_render() is true.Inheritance diagram
-
explicit
TextureReloadRequest
(std::string const &name, PreparedGraphicsObjects *pgo, Texture *texture, bool allow_compressed)¶
-
TextureReloadRequest
(TextureReloadRequest const&) = default¶ Create a new
TextureReloadRequest
, and add it to the loader via load_async(), to begin an asynchronous load.
-
bool
get_allow_compressed
(void) const¶ Returns the “allow compressed” flag associated with this asynchronous
TextureReloadRequest
.
-
static TypeHandle
get_class_type
(void)¶
-
PreparedGraphicsObjects *
get_prepared_graphics_objects
(void) const¶ Returns the
PreparedGraphicsObjects
object associated with this asynchronousTextureReloadRequest
.
-
Texture *
get_texture
(void) const¶ Returns the Texture object associated with this asynchronous
TextureReloadRequest
.
-
bool
is_ready
(void) const¶ Returns true if this request has completed, false if it is still pending. Equivalent to
req.done() and not req.cancelled()
.See
AsyncFuture::done()
.
-
explicit