diff --git a/stepmania/src/RageBitmapTexture.cpp b/stepmania/src/RageBitmapTexture.cpp index 031cf9439d..dc96dcd895 100644 --- a/stepmania/src/RageBitmapTexture.cpp +++ b/stepmania/src/RageBitmapTexture.cpp @@ -180,9 +180,12 @@ SDL_Surface *RageBitmapTexture::CreateImg(int &pixfmt) * after setting the color key for paletted images; it'll also return * TRAIT_NO_TRANSPARENCY if the color key is never used. */ int traits = FindSurfaceTraits(img); - if(traits & TRAIT_NO_TRANSPARENCY) m_ActualID.iAlphaBits = 0; - else if(traits & TRAIT_BOOL_TRANSPARENCY) m_ActualID.iAlphaBits = 1; - if(traits & TRAIT_WHITE_ONLY) m_ActualID.iTransparencyOnly = 8; + if(traits & TRAIT_NO_TRANSPARENCY) + m_ActualID.iAlphaBits = 0; + else if(traits & TRAIT_BOOL_TRANSPARENCY) + m_ActualID.iAlphaBits = 1; + if(traits & TRAIT_WHITE_ONLY) + m_ActualID.iTransparencyOnly = 8; } // look in the file name for a format hints @@ -296,6 +299,8 @@ void RageBitmapTexture::Create() { /* This will be set to the pixfmt we should use if we use an RGBA texture. */ int desired_rgba_pixfmt; + + SDL_Surface *img = CreateImg(desired_rgba_pixfmt); if(!m_uGLTextureID) @@ -459,6 +464,16 @@ retry: CreateFrameRects(); CString props = " "; + switch( internalfmt ) + { + case GL_RGBA4: props += "GL_RGBA4 "; break; + case GL_RGBA8: props += "GL_RGBA8 "; break; + case GL_RGB5_A1: props += "GL_RGB5_A1 "; break; + case GL_ALPHA8: props += "GL_ALPHA8 "; break; + case GL_COLOR_INDEX8_EXT: props += "GL_COLOR_INDEX8_EXT` "; break; + default: props += ssprintf("unknown-format-%d ",internalfmt); break; + } + if(m_ActualID.iAlphaBits == 0) props += "opaque "; if(m_ActualID.iAlphaBits == 1) props += "matte "; if(m_ActualID.iTransparencyOnly) props += "mask ";