Textures are now fully ID'd by a single struct.

This commit is contained in:
Glenn Maynard
2002-12-30 02:43:52 +00:00
parent c85593bf07
commit e0b472f33e
18 changed files with 172 additions and 176 deletions
+1 -16
View File
@@ -161,23 +161,8 @@ void Background::LoadFromSong( Song* pSong )
//
// Tricky! The song background looks terrible unless its loaded with no alpha
// and dithered. Create a dummy sprite that loads the texture with the proper
// hints so we don't have to hack up BGAnimation to handle this special
// case.
// XXX: This assumes the TextureManager doesn't track hints. Also, BGA
// backgrounds (bottom layer) should do this, too, for the same reason.
// We can probably handle this intelligently in the texture loader and get
// rid of bDither completely, but only if there aren't some weird BGAs out
// there that actually use the alpha channel. (In that case, the texture
// loader would have no way of knowing that the image, seeming to use the
// alpha layer, actually doesn't since it's the back-most image. Hmm.)
Sprite sprDummy;
RageTexturePrefs prefs;
prefs.bForceReload = true;
prefs.iMipMaps = 1;
prefs.bDither = true;
sprDummy.Load( sSongBackgroundPath, prefs );
sprDummy.LoadBG( sSongBackgroundPath );
{
BGAnimation *pTempBGA = new BGAnimation;