Normalize texture cache keys to prevent duplicate GPU textures

This commit is contained in:
Kelsi 2026-02-12 16:15:25 -08:00
parent 3eda342b87
commit 46c672d1c2
4 changed files with 53 additions and 14 deletions

View file

@ -312,15 +312,23 @@ GLuint CharacterRenderer::loadTexture(const std::string& path) {
}
if (allWhitespace) return whiteTexture;
auto normalizeKey = [](std::string key) {
std::replace(key.begin(), key.end(), '/', '\\');
std::transform(key.begin(), key.end(), key.begin(),
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
return key;
};
std::string key = normalizeKey(path);
// Check cache
auto it = textureCache.find(path);
auto it = textureCache.find(key);
if (it != textureCache.end()) return it->second;
if (!assetManager || !assetManager->isInitialized()) {
return whiteTexture;
}
auto blpImage = assetManager->loadTexture(path);
auto blpImage = assetManager->loadTexture(key);
if (!blpImage.isValid()) {
core::Logger::getInstance().warning("Failed to load texture: ", path);
// Do not cache failures as white. Some asset reads can fail transiently and
@ -341,7 +349,7 @@ GLuint CharacterRenderer::loadTexture(const std::string& path) {
applyAnisotropicFiltering();
glBindTexture(GL_TEXTURE_2D, 0);
textureCache[path] = texId;
textureCache[key] = texId;
core::Logger::getInstance().info("Loaded character texture: ", path, " (", blpImage.width, "x", blpImage.height, ")");
return texId;
}