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@ -90,6 +90,27 @@ uses_mipmaps() const {
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// Description: Returns true if the Texture has its image contents
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// available in main RAM, false if it exists only in
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// texture memory or in the prepared GSG context.
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// Note that this has nothing to do with whether
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// get_ram_image() will fail or not. Even if
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// has_ram_image() returns false, get_ram_image() may
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// still return a valid RAM image, because
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// get_ram_image() will automatically load the texture
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// from disk if necessary. The only thing
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// has_ram_image() tells you is whether the texture is
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// available right now without hitting the disk first.
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//
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// Note also that if an application uses only one GSG,
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// it may appear that has_ram_image() returns true if
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// the texture has not yet been loaded by the GSG, but
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// this correlation is not true in general and should
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// not be depended on. Specifically, if an application
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// ever uses multiple GSG's in its lifetime (for
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// instance, by opening more than one window, or by
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// closing its window and opening another one later),
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// then has_ram_image() may well return false on
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// textures that have never been loaded on the current
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// GSG.
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////////////////////////////////////////////////////////////////////
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INLINE bool Texture::
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has_ram_image() const {
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@ -503,9 +503,17 @@ clear_gsg(GraphicsStateGuardianBase *gsg) {
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// false, and we have previously prepared this texture
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// with a GSG.
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//
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// It is possible that the RAM image is still
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// unavailable. If that happens, this function returns
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// NULL.
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// Note that it is not correct to call has_ram_image()
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// first to test whether this function will fail. A
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// false return value from has_ram_image() indicates
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// only that get_ram_image() may need to reload the
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// texture from disk, which it will do automatically.
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//
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// On the other hand, it is possible that the texture
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// cannot be found on disk or is otherwise unavailable.
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// If that happens, this function returns NULL. There
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// is no way to predict whether get_ram_image() will
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// return NULL without calling it first.
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////////////////////////////////////////////////////////////////////
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PixelBuffer *Texture::
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get_ram_image() {
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