the various changes that I forgot to commit (cleanup and so forth) into hg,
culminating in syncing with sm-ssc v1.0 public beta 2
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@@ -20,15 +20,15 @@ void RageTextureRenderTarget::Reload()
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Create();
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}
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/* RageTextureID identifies a file and a mechanism for loading it. We don't use any
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* of that, except as a unique identifier for this texture, so it can be loaded
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* elsewhere. Render targets can't be loaded blindly like a regular texture, anyway,
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* since something has to render into it. */
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/* RageTextureID identifies a file and a mechanism for loading it. We don't use
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* any of that, except as a unique identifier for this texture, so it can be
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* loaded elsewhere. Render targets can't be loaded blindly like a regular
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* texture, anyway, since something has to render into it. */
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void RageTextureRenderTarget::Create()
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{
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/* All render targets support non-power-of-two targets, but some require that the
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* resulting texture dimensions be powers of two. CreateRenderTarget returns
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* the actual resolution. */
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/* All render targets support non-power-of-two targets,
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* but some require that the resulting texture dimensions be powers of two.
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* CreateRenderTarget returns the actual resolution. */
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m_iTexHandle = DISPLAY->CreateRenderTarget( m_Param, m_iTextureWidth, m_iTextureHeight );
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m_iSourceWidth = m_Param.iWidth;
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@@ -49,8 +49,8 @@ void RageTextureRenderTarget::BeginRenderingTo( bool bPreserveTexture )
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{
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DISPLAY->SetRenderTarget( m_iTexHandle, bPreserveTexture );
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/* We're rendering to a texture, not the framebuffer. Stash away the
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* centering matrix, and set it to identity. */
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/* We're rendering to a texture, not the framebuffer.
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* Stash away the centering matrix, and set it to identity. */
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DISPLAY->CenteringPushMatrix();
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DISPLAY->ChangeCentering( 0, 0, 0, 0 );
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