else
loadPath = texturePath;
- if (m_use_cache && loadPath.IsEmpty())
+ if (m_use_cache && loadPath.empty())
{
// not in our texture cache, so try and load directly and then cache the result
loadPath = CTextureCache::Get().CacheImage(texturePath, &m_texture);
if (m_texture)
return true; // we're done
}
- if (!m_use_cache || !loadPath.IsEmpty())
+ if (!m_use_cache || !loadPath.empty())
{
// direct route - load the image
unsigned int start = XbmcThreads::SystemClockMillis();