Comments (5)
Actually, the assetmanager is quite capble of being used in a background thread, however the uploading to the gpu is not currently.
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To upload to GPU you can use Application.enqueue()
with a Callable
that calls RenderManager.preloadScene()
.
Actually what I was thinking was something like
Future<T> loadAssetLater(AssetKey<T> assetKey)
which would let you load an asset on a separate thread.
Perhaps you can set the executor via
void setExecutorService(ExecutorService executorService)
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Long time, what's the status of this ? I will work on it, please provide adequate information on what's need to be done if possible, there a multiple approaches this can be done.
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I believe JME's asset manager is sufficiently multithreaded. In my opinion, what's missing is documentation---in other words, a tutorial explaining how to load assets in the background.
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I believe JME's asset manager is sufficiently multithreaded. In my opinion, what's missing is documentation---in other words, a tutorial explaining how to load assets in the background.
Hmm, I guess this is not the case, jme lacks an async TaskManager in general, see #75, and by building a good async task manager we will be able to natively load our assets easily without the need of external means of java concurrency, I was willing to put some effort onto this and try implementing the feature if that is the case.
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Related Issues (20)
- jme3-plugins loads SimpleSparseAccessor incorrectly
- Possible issue when writing spatials that have lists as userdata
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- implement the KHR_draco_mesh_compression extension
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