GL Texture cache

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Enjay
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GL Texture cache

Post by Enjay »

Just a few questions really.

I noticed that I now have a folder called "C:\Users\Nigel\AppData\Local\gzdoom\cache". In it are a bunch of other folders named after WADs that I have played. In them are "gzc" files.

Presumably these have been created since I enabled texture pre-caching a few days ago.

Purely out of interest, what is the format of the gzc files?

Already there are quite a few MB of cached files. Is this limited or managed in any way by GZdoom or does it just keep increasing with every WAD I play?

I notice that switching cache to "no" does not delete the files. Is there a way of purging the files from within GZdoom rather than finding the directory for mysefl? I only found them because I was trying to find where Doomsday had put its settings file.
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Graf Zahl
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Re: GL Texture cache

Post by Graf Zahl »

These are cached nodes, not textures. Every time a node build takes longer than gl_cachetime seconds it will save the generated nodes there. The files contain all vertices plus a compressed node block and an MD5 checksum.

So if you don't want it set gl_cachetime to something like 100 - but then you'll have to wait again when playing large maps that don't have any GL nodes included.

There's currently no function to delete them though.
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Re: GL Texture cache

Post by Enjay »

Ah, OK, that makes sense. I thought some of the file names may have been from before I switched on texture caching. Thanks for the info. :)
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Re: GL Texture cache

Post by doomexpert »

i had the same with doomsday, i could specify the directory where i put it into but you know doomsday is HQ so a large amount of space like 250 mb or so.
only one thing when you start doomsday again it is faster to load when you put texture cache on. but also slow in the beginning to place all texture nodes in one directory later you have smooth gameplay.
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