re-add mipmapping, support it in OpenGL (D3D unimplemented)
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@@ -521,6 +521,20 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
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}
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}
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue; // skip
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m_textStepsDescription[p].LoadFromFont( THEME->GetPathToF("ScreenGameplay StepsDescription") );
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m_textStepsDescription[p].SetName( ssprintf("StepsDescriptionP%i",p+1) );
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Steps* pSteps = GAMESTATE->m_pCurNotes[p];
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ASSERT( pSteps );
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m_textStepsDescription[p].SetText( pSteps->GetDescription() );
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SET_XY( m_textStepsDescription[p] );
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this->AddChild( &m_textStepsDescription[p] );
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}
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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@@ -2254,6 +2268,7 @@ void ScreenGameplay::TweenOnScreen()
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ON_COMMAND( m_textCourseSongNumber[p] );
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if( GAMESTATE->m_PlayMode == PLAY_MODE_RAVE )
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ON_COMMAND( m_textPlayerName[p] );
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ON_COMMAND( m_textStepsDescription[p] );
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if( m_pPrimaryScoreDisplay[p] )
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ON_COMMAND( *m_pPrimaryScoreDisplay[p] );
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if( m_pSecondaryScoreDisplay[p] )
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@@ -2283,6 +2298,7 @@ void ScreenGameplay::TweenOffScreen()
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OFF_COMMAND( m_textCourseSongNumber[p] );
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if( GAMESTATE->m_PlayMode == PLAY_MODE_RAVE )
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OFF_COMMAND( m_textPlayerName[p] );
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OFF_COMMAND( m_textStepsDescription[p] );
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if( m_pPrimaryScoreDisplay[p] )
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OFF_COMMAND( *m_pPrimaryScoreDisplay[p] );
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if( m_pSecondaryScoreDisplay[p] )
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