From 0169f9fcf629202ceb5d39ad79c595bca472f8b3 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sat, 28 Aug 2004 08:17:35 +0000 Subject: [PATCH] 32bpp song banners; don't dither --- stepmania/src/Sprite.cpp | 15 +++++++++++---- 1 file changed, 11 insertions(+), 4 deletions(-) diff --git a/stepmania/src/Sprite.cpp b/stepmania/src/Sprite.cpp index 7534a81619..d283a84da3 100644 --- a/stepmania/src/Sprite.cpp +++ b/stepmania/src/Sprite.cpp @@ -46,9 +46,6 @@ RageTextureID Sprite::SongBGTexture( RageTextureID ID ) * ScreenEditMenu) one at a time, and we don't want to have hundreds of banners loaded at once. */ ID.Policy = RageTextureID::TEX_VOLATILE; - // Don't we want to dither 16 bit textures at least? - /* This was changed with the commit message "runs on Xbox", so I don't know - * why it was changed; it should definitely be on. */ ID.bDither = true; return ID; @@ -58,7 +55,17 @@ RageTextureID Sprite::SongBannerTexture( RageTextureID ID ) { /* Song banners often have HOT PINK color keys. */ ID.bHotPinkColorKey = true; - ID.bDither = true; + + /* Ignore the texture color depth preference and always use 32-bit textures + * if possible. Banners are loaded while moving the wheel, so we want it to + * be as fast as possible. */ + ID.iColorDepth = 32; + + /* If we don't support RGBA8 (and will probably fall back on RGBA4), we're probably + * on something very old and slow, so let's opt for banding instead of slowing things + * down further by dithering. */ + // ID.bDither = true; + ID.Policy = RageTextureID::TEX_VOLATILE; return ID;