32bpp song banners; don't dither

This commit is contained in:
Glenn Maynard
2004-08-28 08:17:35 +00:00
parent 4d431dc3d5
commit 0169f9fcf6
+11 -4
View File
@@ -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;