use texture prefs for bit depth directly

This commit is contained in:
Glenn Maynard
2002-11-15 23:45:48 +00:00
parent f7d89d3481
commit 197addc73f
+6 -3
View File
@@ -12,6 +12,7 @@
*/
#include "RageBitmapTexture.h"
#include "RageTextureManager.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "RageException.h"
@@ -137,7 +138,7 @@ void RageBitmapTexture::Create()
/* Figure out which texture format to use. */
GLenum fmtTexture;
if( m_prefs.iTextureColorDepth == 16 )
if( TEXTUREMAN->GetTextureColorDepth() == 16 )
{
/* Bits of alpha in the source: */
int src_alpha_bits = 8 - img->format->Aloss;
@@ -166,10 +167,10 @@ void RageBitmapTexture::Create()
break;
}
}
else if( m_prefs.iTextureColorDepth == 32 )
else if( TEXTUREMAN->GetTextureColorDepth() == 32 )
fmtTexture = GL_RGBA8;
else
throw RageException( "Invalid color depth: %d bits", m_prefs.iTextureColorDepth );
throw RageException( "Invalid color depth: %d bits", TEXTUREMAN->GetTextureColorDepth() );
/* Cap the max texture size to the hardware max. */
m_prefs.iMaxSize = min( m_prefs.iMaxSize, DISPLAY->GetMaxTextureSize() );
@@ -253,6 +254,8 @@ void RageBitmapTexture::Create()
* We don't want anything else to be linearly filtered in on the
* edge of the texture ...
*/
/* We could check to see if we happen to simply be in a reversed
* pixel order, and tell OpenGL to do the switch for us. */
ConvertSDLSurface(img, m_iTextureWidth, m_iTextureHeight, 32,
0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 );