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 It's out-of-date and probably misleading to anyone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.
This commit is contained in:
Glenn Maynard
2002-10-28 09:38:06 +00:00
parent 5c2dbf9426
commit 98470966a8
-19
View File
@@ -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,