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Misc code cleanups, little SkeletalSprite loading improvement.
- Removed some unused member variables. - The BBGE_BUILD_WIDESCREEN define is now gone. - Added an TiXMLDocument cache to prevent parsing the same file once for each entity on the map with the same skeletal. - Removed Lua func entity_warpToPathStart, which was essentially a no-op because Entity::followingPath was always NULL. Removed related code. - Set texture wrap only when required. (Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria, special thanks for changeset 72d6460d9e60)
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23 changed files with 209 additions and 764 deletions
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@ -62,9 +62,8 @@ public:
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static ImageTGA *TGAloadMem(void *mem, int size);
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static bool useMipMaps;
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bool repeat;
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bool repeat, repeating;
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int components;
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#ifdef BBGE_BUILD_OPENGL
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static GLint filter;
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static GLint format;
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