Oops. If we were loading a banner where it was already loaded, we'd

see that it was loaded, and then load it--over a sprite that already had
it loaded, which caused it to get unloaded, lose refcount and get purged
and reloaded from scratch.

Just don't do that; always fade through the low-quality banner.
This commit is contained in:
Glenn Maynard
2003-06-16 18:25:14 +00:00
parent d5b1390afb
commit 568e27849e
+1 -9
View File
@@ -91,15 +91,7 @@ void FadingBanner::LoadFromCachedBanner( const CString &path )
/* No matter what we load, ensure we don't fade to a stale path. */
m_sPendingBanner = "";
if( TEXTUREMAN->IsTextureRegistered( Banner::BannerTex( path ) ) )
{
/* The actual file is already cached. Use it. */
BeforeChange();
m_Banner[GetBackIndex()].Load( Banner::BannerTex(path) );
return;
}
/* It's not loaded. Try to load the low quality version. */
/* Try to load the low quality version. */
RageTextureID ID = BANNERCACHE->LoadCachedBanner( path );
if( !TEXTUREMAN->IsTextureRegistered(ID) )
{