I've written a game engine using C++ and OpenGL, and at the start of the application, I load a couple of thousand textures with DevIL. This causes a long initial load.
I'm wondering if anyone can give me tips on optimizing these DevIL loads as they are currently the slowest part of my initialization.
The DevIL docs mention Multithreading in relation to file streams but doesn't expound upon them. So I don't understand what they entail.
I'm wondering if maybe I could start a thread every time I need to load. Then in the background when the load is finished allocate the image data as an OpenGL texture.