diff --git a/stepmania/src/RageDisplay_D3D.cpp b/stepmania/src/RageDisplay_D3D.cpp index c01892fa70..88af307ead 100644 --- a/stepmania/src/RageDisplay_D3D.cpp +++ b/stepmania/src/RageDisplay_D3D.cpp @@ -685,10 +685,10 @@ bool RageDisplay_D3D::SupportsTextureFormat( PixelFormat pixfmt, bool realtime ) { #if defined(XBOX) // Lazy... Xbox handles paletted textures completely differently - // than D3D and I don't want to add a bunch of code for it. Also, - // paletted textures result in worse cache efficiency (see "Xbox - // Palettized Texture Performance" in XDK). So, we'll force 32bit - // ARGB textures. -Chris + // than regular D3D. It's not worth writing a bunch of code to handle it. + // Paletted textures result in worse cache efficiency anyway (see "Xbox + // Palettized Texture Performance" in XDK). + // So, just force 32bit ARGB textures. -Chris // This is also needed for XGSwizzleRect(). return pixfmt == FMT_RGBA8; #endif