diff --git a/stepmania/src/RageBitmapTexture.cpp b/stepmania/src/RageBitmapTexture.cpp index e5c380c645..85ed06bae3 100644 --- a/stepmania/src/RageBitmapTexture.cpp +++ b/stepmania/src/RageBitmapTexture.cpp @@ -292,6 +292,21 @@ void RageBitmapTexture::Create() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + /* This is an experiment: some people are seeing skips when the danger + * background comes in. One hypothesis: we're loading the danger background, + * keeping it in memory without displaying it for several games, it gets + * swapped out of texture memory, and then we skip swapping it in. + * + * It's rather small, so I'm not entirely convinced this is what's happening. + * Let's try boosting the texture priority for the danger background and + * see if it goes away. If it does, I'll make texture pris a texture hint + * (or find another way to do this; perhaps we should do a dummy render of + * a texture when it's reused from our texture cache if it hasn't been used + * in a long time). */ + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 0.5f); + if(GetFilePath().Find("danger")) + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0f); + int pixfmt = desired_rgba_pixfmt; retry: