1 2 3 | if(Input->ExecutableReloaded) { Input->ExecutableReloaded = false; |
otherwise wouldn't you be blowing away the ground cache every time through the
render loop after a DLL reload?
1 2 3 | if(Input->ExecutableReloaded) { Input->ExecutableReloaded = false; |
1 2 3 4 5 6 7 8 | while(GlobalRunning) { NewInput->dtForFrame = TargetSecondsPerFrame; NewInput->ExecutableReloaded = false; ... updateAndRender() } |