Codechange: Use EnumBitSet for SpriteComponent. (#13509)
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@@ -1412,7 +1412,7 @@ void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, int
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* @param levels Number of mip-map levels.
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* @param components Indicates which sprite components are used.
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*/
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OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components)
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OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteComponents components)
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{
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assert(levels > 0);
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(void)_glGetError();
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@@ -1426,8 +1426,8 @@ OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourCom
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for (int t = TEX_RGBA; t < NUM_TEX; t++) {
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/* Sprite component present? */
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if (t == TEX_RGBA && components == SCC_PAL) continue;
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if (t == TEX_REMAP && (components & SCC_PAL) != SCC_PAL) continue;
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if (t == TEX_RGBA && components == SpriteComponent::Palette) continue;
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if (t == TEX_REMAP && !components.Test(SpriteComponent::Palette)) continue;
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/* Allocate texture. */
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_glGenTextures(1, &this->tex[t]);
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