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

@ -1615,14 +1615,22 @@ GLuint WMORenderer::loadTexture(const std::string& path) {
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 first
auto it = textureCache.find(path);
auto it = textureCache.find(key);
if (it != textureCache.end()) {
return it->second;
}
// Load BLP texture
pipeline::BLPImage blp = assetManager->loadTexture(path);
pipeline::BLPImage blp = assetManager->loadTexture(key);
if (!blp.isValid()) {
core::Logger::getInstance().warning("WMO: Failed to load texture: ", path);
// Do not cache failures as white. MPQ reads can fail transiently
@ -1654,7 +1662,7 @@ GLuint WMORenderer::loadTexture(const std::string& path) {
glBindTexture(GL_TEXTURE_2D, 0);
// Cache it
textureCache[path] = textureID;
textureCache[key] = textureID;
core::Logger::getInstance().debug("WMO: Loaded texture: ", path, " (", blp.width, "x", blp.height, ")");
return textureID;