Textures are now fully ID'd by a single struct.
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@@ -161,23 +161,8 @@ void Background::LoadFromSong( Song* pSong )
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//
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// Tricky! The song background looks terrible unless its loaded with no alpha
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// and dithered. Create a dummy sprite that loads the texture with the proper
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// hints so we don't have to hack up BGAnimation to handle this special
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// case.
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// XXX: This assumes the TextureManager doesn't track hints. Also, BGA
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// backgrounds (bottom layer) should do this, too, for the same reason.
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// We can probably handle this intelligently in the texture loader and get
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// rid of bDither completely, but only if there aren't some weird BGAs out
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// there that actually use the alpha channel. (In that case, the texture
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// loader would have no way of knowing that the image, seeming to use the
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// alpha layer, actually doesn't since it's the back-most image. Hmm.)
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Sprite sprDummy;
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RageTexturePrefs prefs;
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prefs.bForceReload = true;
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prefs.iMipMaps = 1;
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prefs.bDither = true;
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sprDummy.Load( sSongBackgroundPath, prefs );
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sprDummy.LoadBG( sSongBackgroundPath );
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{
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BGAnimation *pTempBGA = new BGAnimation;
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