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Rml::Core::ReleaseCompiledGeometries() is not found #84
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Good question. This was removed because it was a heavy resource hog. I figured this could be implemented on the user side, but now I realize the user would probably have to store all the geometry data to be able to do this, which is not very practical. I will look into re-adding this feature and see if we can do something about the performance impact. |
I did some measurements to figure out the performance impact with different approaches for the geometry database. Using a std::unordered_set the fps drop was quite noticable. Here are the total CPU time comparison for inserting to and erasing from the geometry database:
I knew std::unordered* was slow, but that is quite a crazy difference compared to the robin_hood set. Anyway, I think I'll go ahead with the freelist approach, I think the cost is justifiable. Just need to do some more testing before pushing to master. |
Just added the feature back. Please let me know how it works for you :) |
Thank you! The response is quick and very helpful. I will test it by incorporating it into the application. I'm offering you an app that depends heavily on RMLUI and lua, so I may order more in the future, but thank you. :) |
That is great! Let me know if you want me to add it to the gallery :) I did some investigation, and it looks like the font textures were not released with the call to Core::ReleaseTextures(). I tried to make a fix for it. Hope it works better now! |
Thank you for your prompt reply! |
No problem, I'm happy it works for you :) |
I consider this solved then, let me know otherwise. |
In the Android environment, OpenGL resources are automatically destroyed when the application is put on standby. I want to rebuild the resources. What should I do?
// Rml::Core::ReleaseCompiledGeometries(); not found
Rml::Core::ReleaseTextures();
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