remove boring timings
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@@ -292,18 +292,13 @@ void RageBitmapTexture::Create(
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if( bDither )
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if( bDither )
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{
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{
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RageTimer t;
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/* Dither down to the destination format. */
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/* Dither down to the destination format. */
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SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h, PixFmtMasks[target][4],
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SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h, PixFmtMasks[target][4],
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PixFmtMasks[target][0], PixFmtMasks[target][1], PixFmtMasks[target][2], PixFmtMasks[target][3]);
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PixFmtMasks[target][0], PixFmtMasks[target][1], PixFmtMasks[target][2], PixFmtMasks[target][3]);
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LOG->Trace("dithered in %f", t.GetDeltaTime());
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SM_SDL_OrderedDither(img, dst);
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SM_SDL_OrderedDither(img, dst);
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SDL_FreeSurface(img);
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SDL_FreeSurface(img);
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img = dst;
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img = dst;
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LOG->Trace("dithered in %f", t.GetDeltaTime());
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}
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}
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/* Convert the data to the destination format. Hmm. We could just
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/* Convert the data to the destination format. Hmm. We could just
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