cheaper ConvertSurface
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@@ -236,9 +236,17 @@ void RageBitmapTexture::Create()
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/* Convert the data to the destination format and dimensions
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* required by OpenGL if it's not in it already. */
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const RageDisplay::PixelFormatDesc *pfd = DISPLAY->GetPixelFormatDesc(pixfmt);
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/* We no longer need to do this; pixfmt and the format of img no longer have
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* to match. This means that if we have a paletted image, but the hardware
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* doesn't support it, we can leave the data in the smaller paletted format
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* and let OpenGL dereference it, as long as nothing else (such as dithering)
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* ends up depalettizing it first. We only have to scale it up to the texture
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* size, which we won't have to do either if the image size is already a power
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* of two. */
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// const RageDisplay::PixelFormatDesc *pfd = DISPLAY->GetPixelFormatDesc(pixfmt);
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RageSurfaceUtils::ConvertSurface( img, m_iTextureWidth, m_iTextureHeight,
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pfd->bpp, pfd->masks[0], pfd->masks[1], pfd->masks[2], pfd->masks[3] );
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img->fmt.BitsPerPixel, img->fmt.Mask[0], img->fmt.Mask[1], img->fmt.Mask[2], img->fmt.Mask[3] );
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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( pixfmt, img, actualID.bMipMaps );
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