Sprite::SongBGTexture, Sprite::SongBannerTexture (replacing Banner::BannerTex)
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@@ -47,12 +47,31 @@ Sprite::~Sprite()
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UnloadTexture();
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}
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bool Sprite::LoadBG( RageTextureID ID )
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RageTextureID Sprite::SongBGTexture( RageTextureID ID )
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{
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ID.bMipMaps = true;
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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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// Don't we want to dither 16 bit textures at least?
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// ID.bDither = true;
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return Load(ID);
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return ID;
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}
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RageTextureID Sprite::SongBannerTexture( RageTextureID ID )
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{
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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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return ID;
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}
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/* deprecated */
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bool Sprite::LoadBG( RageTextureID ID )
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{
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return Load( SongBGTexture(ID) );
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}
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bool Sprite::Load( RageTextureID ID )
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