simplify
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@@ -180,13 +180,8 @@ struct BannerTexture: public RageTexture
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pf = FMT_RGBA4;
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pf = FMT_RGBA4;
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ASSERT( DISPLAY->SupportsTextureFormat(pf) );
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ASSERT( DISPLAY->SupportsTextureFormat(pf) );
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const PixelFormatDesc *pfd = DISPLAY->GetPixelFormatDesc(pf);
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ASSERT(pfd);
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ASSERT(img);
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ASSERT(img);
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ConvertSDLSurface(img, m_iTextureWidth, m_iTextureHeight,
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m_uTexHandle = DISPLAY->CreateTexture( pf, img );
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pfd->bpp, pfd->masks[0], pfd->masks[1], pfd->masks[2], pfd->masks[3]);
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m_uTexHandle = DISPLAY->CreateTexture( FMT_RGB5A1, img );
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CreateFrameRects();
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CreateFrameRects();
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}
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}
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@@ -374,14 +369,7 @@ void BannerCache::CacheBannerInternal( CString BannerPath )
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ConvertSDLSurface(img, img->w, img->h, 32, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
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ConvertSDLSurface(img, img->w, img->h, 32, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
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zoomSurface(img, width, height);
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zoomSurface(img, width, height);
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/* XXX: Query DISPLAY to find out if we should use FMT_RGB5A1 or FMT_RGBA4.
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/* Dither to the final format. */
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* But then we'd have to recache if the display changes, and this gets called
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* during the song cache phase, before we even have a display ... */
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/* const PixelFormatDesc *pfd = DISPLAY->GetPixelFormatDesc(FMT_RGB5A1);
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SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h,
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pfd->bpp, pfd->masks[0], pfd->masks[1], pfd->masks[2], pfd->masks[3]); */
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/* Dither: */
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SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h,
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SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h,
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16, 0xF800, 0x07C0, 0x003E, 0x0001 );
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16, 0xF800, 0x07C0, 0x003E, 0x0001 );
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