Texture preload

Hi all,
could someone explain me a trick to preload textures in ram when starting the patch ?
I use many texture files with a switch node, and there’s a lag (short freeze) when switching.

You can select multiple files when you load something with the filetexture (EX9.Texture) node. Look at the output pin to see the number off slices (number off textures) you have loaded.

Now you can switch between these using the GetSlice (Node).

It depands on your graphic card memory how many textures you can upload. Also, I remember from this from the FAQ:

“The FileTexture node can load BMP or JPG, TIF and TGA files into memory. Prepare your textures in either 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024, 2048x2048 or 4096x4096 pixels size to get optimal results in terms of speed and quality. Try to make your textures as small as possible to get maximum speed.”

I think you need to have them all on a quad as well to have them loaded, scale the quad to 0 and attach to the renderer, then there should be no delay

thx, i’ll try that

Hi franzi,

I made a little module that works like an animated Gif.
It preloads some textures at opening and just shows the first texture until you start it. Then it rotates all textures like a little movie, but not the first one.

I use it to reduce my diskactivity, because I work with two videostreams and with this module I´ll have more motion on screen.

Ciao Frank

TextureBuffer (EX9.Texture).v4p (24.8 kB)

I forget: call the pics like foo_0.png … foo_99.png. foo_0.png will be the first shown texture.