cleanup
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@@ -261,9 +261,8 @@ SDL_Surface *RageBitmapTexture::CreateImg(int &pixfmt)
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m_iImageHeight = m_iTextureHeight;
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}
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/* If the source is larger than the texture, we have to scale it down; that's
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* "stretching", I guess. */
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if(m_iSourceWidth != m_iImageWidth || m_iSourceHeight > m_iImageHeight)
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/* If the source is larger than the texture, we have to scale it to fit. */
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if(m_iSourceWidth > m_iImageWidth || m_iSourceHeight > m_iImageHeight)
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m_ActualID.bStretch = true;
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pixfmt = PixFmtMaskNo(fmtTexture);
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@@ -296,9 +295,7 @@ void RageBitmapTexture::Create()
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/* This will be set to the pixfmt we should use if we use an RGBA texture. */
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int desired_rgba_pixfmt;
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SDL_Surface *img = CreateImg(desired_rgba_pixfmt);
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if(!m_uGLTextureID)
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glGenTextures(1, reinterpret_cast<GLuint*>(&m_uGLTextureID));
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ASSERT(m_uGLTextureID);
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