Create a LargeTextureStore for cached (but not atlased) global textures

Also
- Fixes first transition depth being incorrect.
- Improves smoothness of transitions (and adds a slight delay to offset from screen switches).
This commit is contained in:
Dean Herbert
2017-12-31 06:40:28 +09:00
parent 398d90ee52
commit f2d302f8dc
6 changed files with 39 additions and 7 deletions

View File

@ -18,8 +18,10 @@ using osu.Game.Graphics;
using osu.Game.Graphics.Cursor;
using osu.Game.Online.API;
using osu.Framework.Graphics.Performance;
using osu.Framework.Graphics.Textures;
using osu.Framework.Logging;
using osu.Game.Database;
using osu.Game.Graphics.Textures;
using osu.Game.Input;
using osu.Game.Input.Bindings;
using osu.Game.IO;
@ -84,11 +86,15 @@ namespace osu.Game
private DatabaseContextFactory contextFactory;
private LargeTextureStore largeTextureStore;
[BackgroundDependencyLoader]
private void load()
{
dependencies.Cache(contextFactory = new DatabaseContextFactory(Host));
dependencies.Cache(largeTextureStore = new LargeTextureStore(new RawTextureLoaderStore(new NamespacedResourceStore<byte[]>(Resources, @"Textures"))));
dependencies.Cache(this);
dependencies.Cache(LocalConfig);