for now, throw on failed image load
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@@ -137,6 +137,10 @@ void RageBitmapTexture::Create()
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/* Load the image into an SDL surface. */
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SDL_Surface *img = IMG_Load(m_sFilePath);
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/* XXX: Wait, we don't want to throw for all images; in particular, we
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* want to tolerate corrupt/unknown background images. */
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if(img == NULL)
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throw RageException( "Couldn't load %s: %s", m_sFilePath, SDL_GetError() );
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/* Figure out which texture format to use. */
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GLenum fmtTexture;
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