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hub / github.com/ValveSoftware/source-sdk-2013 / LockStudioHdr

Method LockStudioHdr

src/game/client/c_baseanimating.cpp:927–965  ·  view source on GitHub ↗

From Ken: Lock() and Unlock() are render frame only, it’s just so the mdlcache doesn’t toss the memory when it reshuffles the data, or at least used to. I don't have any idea if mdlcache even does that anymore, but at one point it would happily throw away the animation data if you ran out of memory on the consoles. Jay adds: Ken is correct and the pointer should be valid until the end of the

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Callers 1

GetModelPtrMethod · 0.45

Calls 9

AssertFunction · 0.85
GetModelFunction · 0.85
VoidPtrToMDLHandleFunction · 0.85
GetRenderHdrMethod · 0.80
VirtualModelMethod · 0.80
GetStudioHdrMethod · 0.45
InitMethod · 0.45
IsValidMethod · 0.45
GetVirtualModelMethod · 0.45

Tested by

no test coverage detected