Hello,
I thought many here must have grappled with the same problem.
I have lots of texture files and model files that need to be loaded into my OpenGL application during run time. It's a bit of a mess to have these files in a directory.
Is there an archiver for data that can be loaded from during run time? Iows, can I load these textures and model files into the archiver and then extract them from the archive when the program needs them?
Thanks for any help!
Archiving Data for Program Retrieval?
Started by Thales, May 08 2006 10:57 PM
4 replies to this topic
#1
Posted 08 May 2006 - 10:57 PM
#3
Posted 09 May 2006 - 04:34 AM
There is a three part tutorial on www.flipcode.com called Programming a Virtual Filesystem
#4
Posted 09 May 2006 - 01:56 PM
Is there anything comparable to Microsoft's Structured Storage API for Linux?
Using zlib to build a portable read-only VFS seems straight-forward (if not tedious), but what about writing files back to the archive?
Using zlib to build a portable read-only VFS seems straight-forward (if not tedious), but what about writing files back to the archive?
#5
Posted 10 May 2006 - 01:01 AM
Why would you want to do that? During development you can first check the filesystem for a file and then ask the zip-file. When you're done with editing, just compress the files together. This also has benefits in versioning.
Also, archive-packers have been able to delete and update files for ages. It's not that difficult to implement if your decompression code is aware of splitted files.
Also, archive-packers have been able to delete and update files for ages. It's not that difficult to implement if your decompression code is aware of splitted files.
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