add iGrayscaleBits
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@@ -26,6 +26,16 @@ void RageTextureID::Init()
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* this gives more bits for color values. (0, 1 or 4) */
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iAlphaBits = 4;
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/* If this is greater than -1, then the image will be loaded as a luma/alpha
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* map, eg. I4A4. At most 8 bits per pixel will be used This only actually happens
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* when paletted textures are supported.
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*
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* If the sum of alpha and grayscale bits is <= 4, and the system supports 4-bit
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* palettes, then the image will be loaded with 4bpp.
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*
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* This may be set to 0, resulting in an alpha map with all pixels white. */
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iGrayscaleBits = -1;
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/* If true and color precision is being lost, dither. (slow) */
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bDither = false;
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/* If true, resize the image to fill the internal texture. (slow) */
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@@ -47,6 +57,7 @@ bool RageTextureID::operator<(const RageTextureID &rhs) const
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COMP(iMaxSize);
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COMP(iMipMaps);
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COMP(iAlphaBits);
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COMP(iGrayscaleBits);
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COMP(iColorDepth);
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COMP(bDither);
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COMP(bStretch);
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@@ -63,6 +74,7 @@ bool RageTextureID::operator==(const RageTextureID &rhs) const
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EQUAL(iMaxSize) &&
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EQUAL(iMipMaps) &&
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EQUAL(iAlphaBits) &&
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EQUAL(iGrayscaleBits) &&
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EQUAL(iColorDepth) &&
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EQUAL(bDither) &&
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EQUAL(bStretch) &&
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@@ -25,6 +25,7 @@ struct RageTextureID
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int iMaxSize;
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int iMipMaps;
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int iAlphaBits;
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int iGrayscaleBits;
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int iColorDepth;
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bool bDither;
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bool bStretch;
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