TextureReloadRequest
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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.Deprecated: Use
Texture::async_ensure_ram_image()
instead.Inheritance diagram
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explicit TextureReloadRequest(std::string const &name, PreparedGraphicsObjects *pgo, Texture *texture, bool allow_compressed)
Create a new
TextureReloadRequest
, and add it to the loader via load_async(), to begin an asynchronous load.
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bool get_allow_compressed(void) const
Returns the “allow compressed” flag associated with this asynchronous
TextureReloadRequest
.
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static TypeHandle get_class_type(void)
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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()
.
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explicit TextureReloadRequest(std::string const &name, PreparedGraphicsObjects *pgo, Texture *texture, bool allow_compressed)