Reenable and move iterative filtering into the zoom proper.
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@@ -212,30 +212,9 @@ void RageBitmapTexture::Create()
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ConvertSDLSurface(img, img->w, img->h, PixFmtMasks[mask][4],
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PixFmtMasks[mask][0], PixFmtMasks[mask][1], PixFmtMasks[mask][2], PixFmtMasks[mask][3]);
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SDL_Surface *dst = zoomSurface(img, m_iImageWidth, m_iImageHeight );
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SDL_FreeSurface(img);
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img = dst;
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// Commented out to see how things look without iterative filtering. -Chris
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// while (m_iImageWidth != m_iTextureWidth || m_iImageHeight != m_iTextureHeight) {
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// float xscale = float(m_iTextureWidth)/m_iImageWidth;
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// float yscale = float(m_iTextureHeight)/m_iImageHeight;
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//
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// /* Our filter is a simple linear filter, so it can't scale to
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// * less than .5 very well. If we need to go lower than .5, do
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// * it iteratively. */
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// xscale = max(xscale, .5f);
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// yscale = max(yscale, .5f);
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//
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// SDL_Surface *dst = zoomSurface(img, xscale, yscale);
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//
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// SDL_FreeSurface(img);
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// img = dst;
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//
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// /* The new image size is the full texture size. */
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// m_iImageWidth = int(m_iImageWidth * xscale + .0001);
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// m_iImageHeight = int(m_iImageHeight * yscale + .0001);
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// }
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zoomSurface(img, m_iTextureWidth, m_iTextureHeight );
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m_iImageWidth = m_iTextureWidth;
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m_iImageHeight = m_iTextureHeight;
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}
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if( m_prefs.bDither )
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