Doesn't the GetBurshTexture() make a seperate instance of the texture in memory by copying it though? I thought it worked that way because you have to manually re-apply it to the entity to register any changes.
I may very well be wrong as I have not used the command much, but I think your putting a lot of CPU time into copying a texture that you are only then only reading the name of, which is quite an expensive way of doing things isn't it?
I may very well be wrong as I have not used the command much, but I think your putting a lot of CPU time into copying a texture that you are only then only reading the name of, which is quite an expensive way of doing things isn't it?