diff --git a/stepmania/src/RageDisplay_OGL.cpp b/stepmania/src/RageDisplay_OGL.cpp index 3e82ca28e0..3bbfcd3350 100644 --- a/stepmania/src/RageDisplay_OGL.cpp +++ b/stepmania/src/RageDisplay_OGL.cpp @@ -918,28 +918,10 @@ unsigned RageDisplay_OGL::CreateTexture( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); - /* This is an experiment: some people are seeing skips when the danger - * background comes in. One hypothesis: we're loading the danger background, - * keeping it in memory without displaying it for several games, it gets - * swapped out of texture memory, and then we skip swapping it in. - * - * It's rather small, so I'm not entirely convinced this is what's happening. - * Let's try boosting the texture priority for the danger background and - * see if it goes away. If it does, I'll make texture pris a texture hint - * (or find another way to do this; perhaps we should do a dummy render of - * a texture when it's reused from our texture cache if it hasn't been used - * in a long time). */ - // TODO: Find a way to add this back in. -Chris -// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 0.5f); -// if(ID.filename.Find("danger") != -1) -// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0f); - // texture must be power of two ASSERT( img->w == power_of_two(img->w) ); ASSERT( img->h == power_of_two(img->h) ); -//retry: - if(pixfmt == FMT_PAL) { /* The image is paletted. Let's try to set up a paletted texture. */ @@ -983,30 +965,13 @@ unsigned RageDisplay_OGL::CreateTexture( GLenum error = glGetError(); ASSERT( error == GL_NO_ERROR ); - /* If we're paletted, and didn't get the 8-bit palette we asked for ...*/ + /* Sanity check: */ if( pixfmt == FMT_PAL ) { GLint size = 0; glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GLenum(GL_TEXTURE_INDEX_SIZE_EXT), &size); if(size != 8) - { - /* I don't know any reason this should actually fail (paletted textures - * but no support for 8-bit palettes?), so let's just disable paletted - * textures the first time this happens. */ - /* We can remove this if this doesn't actually happen, and simplify this code. */ RageException::Throw("Thought paletted textures worked, but they don't."); -// LOG->Info("Expected an 8-bit palette, got a %i-bit one instead; disabling paletted textures", size); -// DISPLAY->DisablePalettedTexture(); - - /* TODO: Fix this */ - /* Shouldn't be needed anymore. */ -// ASSERT(0); -// pixfmt = FMT_RGBA8; -// ConvertSDLSurface(img, img->w, img->h, PixFmtMasks[pixfmt].bpp, -// PixFmtMasks[pixfmt].masks[0], PixFmtMasks[pixfmt].masks[1], -// PixFmtMasks[pixfmt].masks[2], PixFmtMasks[pixfmt].masks[3]); -// goto retry; - } } glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);