Don't take a reference to a pointer in CreateTexture.
It might be useful to save some conversions--that is, if a conversion to a native format is needed, it'll be available to the caller--but it's confusing and it's never helpful in practice. It was causing some banner-related crashes, so let's just remove it.
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@@ -902,7 +902,7 @@ void RageDisplay_D3D::DeleteTexture( unsigned uTexHandle )
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unsigned RageDisplay_D3D::CreateTexture(
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PixelFormat pixfmt,
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SDL_Surface*& img )
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SDL_Surface* img )
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{
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// texture must be power of two
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ASSERT( img->w == power_of_two(img->w) );
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