Reenable and move iterative filtering into the zoom proper.
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@@ -247,12 +247,11 @@ void SetIcon()
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* this is here just in case it changes.) */
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ConvertSDLSurface(srf, srf->w, srf->h,
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32, 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
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SDL_Surface *dst = zoomSurface(srf, 32, 32);
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zoomSurface(srf, 32, 32);
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SDL_SetAlpha( dst, SDL_SRCALPHA, SDL_ALPHA_OPAQUE );
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SDL_WM_SetIcon(dst, NULL /* derive from alpha */);
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SDL_SetAlpha( srf, SDL_SRCALPHA, SDL_ALPHA_OPAQUE );
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SDL_WM_SetIcon(srf, NULL /* derive from alpha */);
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SDL_FreeSurface(srf);
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SDL_FreeSurface(dst);
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}
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//-----------------------------------------------------------------------------
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@@ -308,7 +307,6 @@ int main(int argc, char* argv[])
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SetIcon();
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CreateLoadingWindow();
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loading_window->Paint();
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//
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// Create game objects
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@@ -356,7 +354,7 @@ int main(int argc, char* argv[])
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HWND hwnd = info.window;
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INPUTMAN = new RageInput( hwnd );
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// SOUNDMAN = new RageSoundManager( hwnd );
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// SOUNDMAN = new RageSoundManager();
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// These things depend on the TextureManager, so do them after!
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FONT = new FontManager;
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@@ -475,10 +473,6 @@ void GameLoop()
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}
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}
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DISPLAY->Clear();
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DISPLAY->ResetMatrixStack();
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/*
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* Update
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*/
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@@ -501,7 +495,6 @@ void GameLoop()
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SCREENMAN->Update( fDeltaTime );
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NETWORK->Update( fDeltaTime );
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static InputEventArray ieArray;
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ieArray.clear(); // empty the array
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INPUTFILTER->GetInputEvents( ieArray, fDeltaTime );
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@@ -579,10 +572,10 @@ void GameLoop()
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SCREENMAN->Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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/*
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* Render
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*/
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DISPLAY->Clear();
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DISPLAY->ResetMatrixStack();
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RageMatrix mat;
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