From 568e27849e4563093cbc5b3913d1b60e3fd12f63 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Mon, 16 Jun 2003 18:25:14 +0000 Subject: [PATCH] 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. --- stepmania/src/FadingBanner.cpp | 10 +--------- 1 file changed, 1 insertion(+), 9 deletions(-) diff --git a/stepmania/src/FadingBanner.cpp b/stepmania/src/FadingBanner.cpp index 94c7f7fed7..cd29a21469 100644 --- a/stepmania/src/FadingBanner.cpp +++ b/stepmania/src/FadingBanner.cpp @@ -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) ) {