fix up bit depth stuff
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@@ -12,7 +12,6 @@
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*/
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#include "RageBitmapTexture.h"
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#include "RageTextureManager.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "RageException.h"
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@@ -88,8 +87,9 @@ RageBitmapTexture::~RageBitmapTexture()
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glDeleteTextures(1, &m_uGLTextureID);
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}
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void RageBitmapTexture::Reload( RageTextureID name )
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void RageBitmapTexture::Reload( RageTextureID ID )
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{
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RageTexture::Reload(ID);
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DISPLAY->SetTexture(0);
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if(m_uGLTextureID)
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@@ -122,7 +122,7 @@ void RageBitmapTexture::Create()
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else if( HintString.Find("1 alpha") != -1 ) m_ActualID.iAlphaBits = 1;
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else if( HintString.Find("1alpha") != -1 ) m_ActualID.iAlphaBits = 1;
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else if( HintString.Find("0alpha") != -1 ) m_ActualID.iAlphaBits = 0;
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if( HintString.Find("dither") != -1 ) m_ActualID.bDither = true;
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if( HintString.Find("dither") != -1 ) m_ActualID.bDither = true;
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/* Load the image into an SDL surface. */
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/* XXX we were lowercasing this before */
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@@ -135,7 +135,7 @@ void RageBitmapTexture::Create()
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/* Figure out which texture format to use. */
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GLenum fmtTexture;
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if( TEXTUREMAN->GetTextureColorDepth() == 16 )
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if( m_ActualID.iColorDepth == 16 )
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{
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/* Bits of alpha in the source: */
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int src_alpha_bits = 8 - img->format->Aloss;
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@@ -164,10 +164,10 @@ void RageBitmapTexture::Create()
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break;
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}
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}
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else if( TEXTUREMAN->GetTextureColorDepth() == 32 )
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else if( m_ActualID.iColorDepth == 32 )
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fmtTexture = GL_RGBA8;
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else
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RageException::Throw( "Invalid color depth: %d bits", TEXTUREMAN->GetTextureColorDepth() );
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RageException::Throw( "Invalid color depth: %d bits", m_ActualID.iColorDepth );
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/* Cap the max texture size to the hardware max. */
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m_ActualID.iMaxSize = min( m_ActualID.iMaxSize, DISPLAY->GetMaxTextureSize() );
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