You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Content handles should be populated with default assets (if available) upon instantiation. This allows for a usable asset to be provided, while the requested one is loaded/retrieved asynchronously. Allow allow default assets to be retrieved or set directly.
Implement the following on ContentManager:
T asset = ContentManager.Default() for retrieving the default asset of a specific type. E.g. Font or texture
ContentManager.Default(T value) for setting default asset of a specific type
Implement the following on IContentProccessor:
IContentProccessor.LoadDefault() - Virtual which can optionally provide a default asset, which should only be loaded on the first request of default or if a Load() request fails to find the requested file
The text was updated successfully, but these errors were encountered:
Would a default content also allow the engine to do some lazy loading? Like requesting the asset, and using a dummy asset while is not loaded yet? While there are required assets to be able to display a scene and play, like the map geometry, some games actually allow you to play before the whole game is downloaded yet. In that case placeholder assets could be used till the real asset has been made available and processed.
Yes, that is the intention behind new content handle system. You receive a handle to the content asset you requested and can track its status. A placeholder will be stored in it while the asset loads.
This will be next on the list once I'm done refining the font/text rendering 🙂
Content handles should be populated with default assets (if available) upon instantiation. This allows for a usable asset to be provided, while the requested one is loaded/retrieved asynchronously. Allow allow default assets to be retrieved or set directly.
Implement the following on ContentManager:
Implement the following on IContentProccessor:
The text was updated successfully, but these errors were encountered: