Cleanup: remove unused icon code after OpenGL upgrade.
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@@ -459,7 +459,7 @@ static void init_internal_icons(void)
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{
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// bTheme *btheme = UI_GetTheme();
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ImBuf *b16buf = NULL, *b32buf = NULL;
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int x, y, icontype;
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int x, y;
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#if 0 // temp disabled
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if ((btheme != NULL) && btheme->tui.iconfile[0]) {
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@@ -493,55 +493,43 @@ static void init_internal_icons(void)
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IMB_premultiply_alpha(b32buf);
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if (b16buf && b32buf) {
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/* free existing texture if any */
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/* Free existing texture if any. */
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if (icongltex.id) {
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glDeleteTextures(1, &icongltex.id);
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icongltex.id = 0;
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}
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#if 0 /* should be a compile-time check (if needed at all) */
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/* we only use a texture for cards with non-power of two */
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if (GPU_full_non_power_of_two_support()) {
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#else
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{
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#endif
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glGenTextures(1, &icongltex.id);
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/* Allocate OpenGL texture. */
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glGenTextures(1, &icongltex.id);
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if (icongltex.id) {
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int level = 2;
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if (icongltex.id) {
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int level = 2;
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icongltex.w = b32buf->x;
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icongltex.h = b32buf->y;
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icongltex.invw = 1.0f / b32buf->x;
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icongltex.invh = 1.0f / b32buf->y;
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icongltex.w = b32buf->x;
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icongltex.h = b32buf->y;
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icongltex.invw = 1.0f / b32buf->x;
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icongltex.invh = 1.0f / b32buf->y;
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glBindTexture(GL_TEXTURE_2D, icongltex.id);
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glBindTexture(GL_TEXTURE_2D, icongltex.id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, b32buf->x, b32buf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, b32buf->rect);
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glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, b16buf->x, b16buf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, b16buf->rect);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, b32buf->x, b32buf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, b32buf->rect);
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glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, b16buf->x, b16buf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, b16buf->rect);
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while (b16buf->x > 1) {
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ImBuf *nbuf = IMB_onehalf(b16buf);
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glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, nbuf->x, nbuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nbuf->rect);
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level++;
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IMB_freeImBuf(b16buf);
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b16buf = nbuf;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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while (b16buf->x > 1) {
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ImBuf *nbuf = IMB_onehalf(b16buf);
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glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, nbuf->x, nbuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nbuf->rect);
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level++;
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IMB_freeImBuf(b16buf);
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b16buf = nbuf;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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if (icongltex.id)
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icontype = ICON_TYPE_TEXTURE;
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else
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icontype = ICON_TYPE_BUFFER;
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if (b32buf) {
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/* Define icons. */
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for (y = 0; y < ICON_GRID_ROWS; y++) {
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for (x = 0; x < ICON_GRID_COLS; x++) {
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def_internal_icon(b32buf, BIFICONID_FIRST + y * ICON_GRID_COLS + x,
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