fix problems with stretched textures (and stretch all fonts; 99% are
power-of-2 anyway, so this just simplifies things)
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@@ -36,6 +36,9 @@ void FontPage::Load( const FontPageSettings &cfg )
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// load texture
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// load texture
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m_sTexturePath.MakeLower();
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m_sTexturePath.MakeLower();
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RageTextureID ID(m_sTexturePath);
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ID.bStretch = true;
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m_pTexture = TEXTUREMAN->LoadTexture( m_sTexturePath );
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m_pTexture = TEXTUREMAN->LoadTexture( m_sTexturePath );
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ASSERT( m_pTexture != NULL );
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ASSERT( m_pTexture != NULL );
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@@ -138,7 +141,7 @@ void FontPage::SetTextureCoords(const vector<int> &widths)
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iPixelsToChopOff--;
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iPixelsToChopOff--;
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g.width++;
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g.width++;
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}
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}
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float fTexCoordsToChopOff = float(iPixelsToChopOff) / m_pTexture->GetTextureWidth();
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float fTexCoordsToChopOff = float(iPixelsToChopOff) / m_pTexture->GetSourceWidth();
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g.rect.left += fTexCoordsToChopOff/2;
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g.rect.left += fTexCoordsToChopOff/2;
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g.rect.right -= fTexCoordsToChopOff/2;
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g.rect.right -= fTexCoordsToChopOff/2;
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