make hot pinking a texture hint
(it makes SDL take slow code paths and makes us do conversions we oftne don't need to)
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@@ -22,6 +22,7 @@ void RageTextureID::Init()
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bDither = false;
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bStretch = false;
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iColorDepth = TEXTUREMAN->GetTextureColorDepth();
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bHotPinkColorKey = false;
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}
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bool RageTextureID::equal(const RageTextureID &rhs) const
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@@ -33,6 +34,7 @@ bool RageTextureID::equal(const RageTextureID &rhs) const
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if(iColorDepth != rhs.iColorDepth) return false;
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if(bDither != rhs.bDither) return false;
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if(bStretch != rhs.bStretch) return false;
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if(bHotPinkColorKey != rhs.bHotPinkColorKey) return false;
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return true;
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}
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@@ -29,6 +29,7 @@ struct RageTextureID
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int iColorDepth;
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bool bDither;
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bool bStretch;
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bool bHotPinkColorKey; /* #FF00FF */
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/* Define an ordering so this can be used in a set<>. This defines a partial
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* ordering; use equal() to see if they're equal. */
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