The conventions I'm using are to put the entire copyright notice at the bottom
of each file, and to put the summary of the source file's use at the top of the
header.
Putting the license text in each file avoids confusion, and is normal practice
for many projects. Putting it at the bottom gets it out of the way; it's a
ton of clutter to put at the top.
The description is in the header. People who don't know what a class is for,
or how to use it, are probably looking at the header to see the interface,
not the implementation, so let's put the description in there. Keep it brief
(one line); any substantial implementation notes should go in the source file.
useful 32bpp and 16bpp hints. (alphaonly was broken and had the effect
of 32bpp anyway). These force a texture to 32bpp and 16bpp, overriding
the user's preference.
Use 32bpp for images that really do need 32bpp (where "dither" isn't
good enough). Use 16bpp for images that really don't need 32bpp,
to save memory.
allow Models and BitmapTexts in BGAnimationLayer (detected through file extension)
add RageModelVertex, which doesn't have a color property
add "stretch" file name hint for textures
Foo [res 128x64].png
This can be used to store a texture at a different resolution without
having to change all of the metrics that reference it.
The most obvious use is to lower the resolution of large images.
A less obvious use is to raise the resolution of images. If an image is
going to be zoomed, it may be useful to store the texture at a higher
resolution than native.
This can be done with metrics, but it's a pain to have to track down
each metric that needs to be changed. This (should) also work with
fonts (but that needs testing).
Use this sparingly.