From 98470966a8c5ae71c4f6fa00d667b7c0234ef995 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Mon, 28 Oct 2002 09:38:06 +0000 Subject: [PATCH] Remove comment. It's out-of-date and probably misleading to anyone reading it. Easier to keep inline comments updated than a large prefixed description. --- stepmania/src/RageBitmapTexture.cpp | 19 ------------------- 1 file changed, 19 deletions(-) diff --git a/stepmania/src/RageBitmapTexture.cpp b/stepmania/src/RageBitmapTexture.cpp index 2102d8c8bc..6d1b4602cb 100644 --- a/stepmania/src/RageBitmapTexture.cpp +++ b/stepmania/src/RageBitmapTexture.cpp @@ -142,25 +142,6 @@ static int power_of_two(int input) * Stretch forces the loaded image to fill the texture completely. */ -/* Implementation: - * Load the input image first. Adjust texture hints and determine the desired - * texture format. Set up the texture. Adjust members based on what texture - * type we really got. - * - * If stretching, resize the loaded image to the destination size. This can be done - * in the loaded image format. - * - * If dithering: Convert the loaded image to RGBA8888, to make the dither simpler. - * (Most loaded images are in that format anyway.) Dither into the destination - * surface. - * - * If not dithering: convert the loaded image to the destination surface. - * - * Last, copy the destination surface into the destination texture. - * - * This could be a bit more efficient, to eliminate an extra conversion or two when - * stretching or dithering (or both), but most images do neither ... - */ void RageBitmapTexture::Create( int dwMaxSize, int dwTextureColorDepth,