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Create a LargeTextureStore for cached (but not atlased) global textures
Also - Fixes first transition depth being incorrect. - Improves smoothness of transitions (and adds a slight delay to offset from screen switches).
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@ -5,8 +5,8 @@ using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using OpenTK.Graphics;
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using osu.Game.Graphics.Textures;
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namespace osu.Game.Graphics.Backgrounds
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{
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@ -22,7 +22,6 @@ namespace osu.Game.Graphics.Backgrounds
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this.textureName = textureName;
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RelativeSizeAxes = Axes.Both;
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Depth = float.MaxValue;
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Add(Sprite = new Sprite
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{
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@ -35,7 +34,7 @@ namespace osu.Game.Graphics.Backgrounds
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}
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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private void load(LargeTextureStore textures)
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{
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if (!string.IsNullOrEmpty(textureName))
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Sprite.Texture = textures.Get(textureName);
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