32bpp song banners; don't dither
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@@ -46,9 +46,6 @@ RageTextureID Sprite::SongBGTexture( RageTextureID ID )
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* ScreenEditMenu) one at a time, and we don't want to have hundreds of banners loaded at once. */
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* ScreenEditMenu) one at a time, and we don't want to have hundreds of banners loaded at once. */
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ID.Policy = RageTextureID::TEX_VOLATILE;
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ID.Policy = RageTextureID::TEX_VOLATILE;
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// Don't we want to dither 16 bit textures at least?
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/* This was changed with the commit message "runs on Xbox", so I don't know
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* why it was changed; it should definitely be on. */
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ID.bDither = true;
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ID.bDither = true;
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return ID;
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return ID;
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@@ -58,7 +55,17 @@ RageTextureID Sprite::SongBannerTexture( RageTextureID ID )
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{
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{
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/* Song banners often have HOT PINK color keys. */
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/* Song banners often have HOT PINK color keys. */
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ID.bHotPinkColorKey = true;
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ID.bHotPinkColorKey = true;
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ID.bDither = true;
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/* Ignore the texture color depth preference and always use 32-bit textures
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* if possible. Banners are loaded while moving the wheel, so we want it to
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* be as fast as possible. */
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ID.iColorDepth = 32;
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/* If we don't support RGBA8 (and will probably fall back on RGBA4), we're probably
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* on something very old and slow, so let's opt for banding instead of slowing things
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* down further by dithering. */
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// ID.bDither = true;
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ID.Policy = RageTextureID::TEX_VOLATILE;
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ID.Policy = RageTextureID::TEX_VOLATILE;
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return ID;
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return ID;
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