Use "i" for ints; don't distinguish between signed and unsigned. (If we're
marking unsigned ints, that seems to imply marking long ints, doubles vs. floats, etc; Hungarian serves little enough purpose without being that fine- grained.)
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@@ -1715,11 +1715,11 @@ unsigned RageDisplay_OGL::CreateTexture(
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}
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// allocate OpenGL texture resource
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unsigned int uTexHandle;
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glGenTextures( 1, reinterpret_cast<GLuint*>(&uTexHandle) );
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ASSERT( uTexHandle );
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unsigned int iTexHandle;
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glGenTextures( 1, reinterpret_cast<GLuint*>(&iTexHandle) );
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ASSERT( iTexHandle );
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glBindTexture( GL_TEXTURE_2D, uTexHandle );
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glBindTexture( GL_TEXTURE_2D, iTexHandle );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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GLint iMinFilter;
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if( bGenerateMipMaps )
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@@ -1823,15 +1823,15 @@ unsigned RageDisplay_OGL::CreateTexture(
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if( bFreeImg )
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delete pImg;
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return uTexHandle;
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return iTexHandle;
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}
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void RageDisplay_OGL::UpdateTexture(
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unsigned uTexHandle,
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unsigned iTexHandle,
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RageSurface* pImg,
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int iXOffset, int iYOffset, int iWidth, int iHeight )
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{
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glBindTexture( GL_TEXTURE_2D, uTexHandle );
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glBindTexture( GL_TEXTURE_2D, iTexHandle );
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bool bFreeImg;
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PixelFormat SurfacePixFmt = GetImgPixelFormat( pImg, bFreeImg, iWidth, iHeight, false );
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