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Allow texture load retries instead of permanently caching failures
Remove negative cache for transient load failures in M2, terrain, and character renderers. Failed textures return white and will be retried on next model/tile load when assets may have finished streaming.
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4 changed files with 11 additions and 25 deletions
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@ -264,7 +264,8 @@ private:
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std::unordered_map<VkTexture*, bool> textureHasAlphaByPtr_;
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std::unordered_map<VkTexture*, bool> textureColorKeyBlackByPtr_;
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std::unordered_map<std::string, VkTexture*> compositeCache_; // key → texture for reuse
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std::unordered_set<std::string> failedTextureCache_; // negative cache for missing textures
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std::unordered_set<std::string> failedTextureCache_; // negative cache for budget exhaustion
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std::unordered_set<std::string> loggedTextureLoadFails_; // dedup warning logs
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size_t textureCacheBytes_ = 0;
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uint64_t textureCacheCounter_ = 0;
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size_t textureCacheBudgetBytes_ = 1024ull * 1024 * 1024;
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