move texture load policy into RageTextureID, so it can be set to volatile consistently
for banners/backgrounds
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@@ -54,6 +54,11 @@ RageTextureID Sprite::SongBGTexture( RageTextureID ID )
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/* Song backgrounds are, by definition, in the background, so there's no need to keep alpha. */
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ID.iAlphaBits = 0;
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/* By default, song graphics are volatile: they're removed after one use. This
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* is because some screens iteratively load and display lots of them (eg. ScreenSelectMusic,,
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* ScreenEditMenu) one at a time, and we don't want to have hundreds of banners loaded at once. */
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ID.Policy = RageTextureID::TEX_VOLATILE;
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// Don't we want to dither 16 bit textures at least?
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// ID.bDither = true;
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@@ -65,6 +70,8 @@ RageTextureID Sprite::SongBannerTexture( RageTextureID ID )
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/* Song banners often have HOT PINK color keys. */
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ID.bHotPinkColorKey = true;
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ID.bDither = true;
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ID.Policy = RageTextureID::TEX_VOLATILE;
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return ID;
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}
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