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 It's out-of-date and probably misleading to anyone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.
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@@ -142,25 +142,6 @@ static int power_of_two(int input)
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* Stretch forces the loaded image to fill the texture completely.
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* Stretch forces the loaded image to fill the texture completely.
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*/
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*/
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/* Implementation:
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* Load the input image first. Adjust texture hints and determine the desired
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* texture format. Set up the texture. Adjust members based on what texture
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* type we really got.
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*
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* If stretching, resize the loaded image to the destination size. This can be done
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* in the loaded image format.
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*
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* If dithering: Convert the loaded image to RGBA8888, to make the dither simpler.
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* (Most loaded images are in that format anyway.) Dither into the destination
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* surface.
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*
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* If not dithering: convert the loaded image to the destination surface.
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*
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* Last, copy the destination surface into the destination texture.
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*
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* This could be a bit more efficient, to eliminate an extra conversion or two when
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* stretching or dithering (or both), but most images do neither ...
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*/
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void RageBitmapTexture::Create(
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void RageBitmapTexture::Create(
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int dwMaxSize,
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int dwMaxSize,
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int dwTextureColorDepth,
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int dwTextureColorDepth,
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