Splitting Assets from Code: Difference between revisions
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(Wrote the "Having a buffer in the codesegment" chapter) |
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The idea is, before you start rendering the level, you load any textures you need into your global cache (which can be any size you want, not just 4096 bytes). Then, when the data isn't needed anymore, you mark that part of the buffer as "empty" and you can overwrite it with new data.
You're probably wondering: "
== Having a buffer somewhere in RAM ==
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