diff --git a/stepmania/src/RageBitmapTexture.cpp b/stepmania/src/RageBitmapTexture.cpp index 6e83ae59ce..2102d8c8bc 100644 --- a/stepmania/src/RageBitmapTexture.cpp +++ b/stepmania/src/RageBitmapTexture.cpp @@ -292,18 +292,13 @@ void RageBitmapTexture::Create( if( bDither ) { - RageTimer t; - /* Dither down to the destination format. */ SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h, PixFmtMasks[target][4], PixFmtMasks[target][0], PixFmtMasks[target][1], PixFmtMasks[target][2], PixFmtMasks[target][3]); - LOG->Trace("dithered in %f", t.GetDeltaTime()); SM_SDL_OrderedDither(img, dst); SDL_FreeSurface(img); img = dst; - - LOG->Trace("dithered in %f", t.GetDeltaTime()); } /* Convert the data to the destination format. Hmm. We could just