diff --git a/src/BannerCache.cpp b/src/BannerCache.cpp index 5a22b9b18c..42bd787956 100644 --- a/src/BannerCache.cpp +++ b/src/BannerCache.cpp @@ -379,8 +379,8 @@ void BannerCache::CacheBannerInternal( const RString &sBannerPath ) const int iSourceWidth = pImage->w, iSourceHeight = pImage->h; - int iWidth = pImage->w / 2, iHeight = pImage->h / 2; -// int iWidth = pImage->w, iHeight = pImage->h; + // cap banners to reasonable dimensions....? -mina + int iWidth = min(pImage->w, 512), iHeight = min(pImage->h, 160); /* Round to the nearest power of two. This simplifies the actual texture load. */ iWidth = closest( iWidth, power_of_two(iWidth), power_of_two(iWidth) / 2 ); diff --git a/src/RageBitmapTexture.cpp b/src/RageBitmapTexture.cpp index df60b70505..12edd25c4c 100644 --- a/src/RageBitmapTexture.cpp +++ b/src/RageBitmapTexture.cpp @@ -133,7 +133,8 @@ void RageBitmapTexture::Create() actualID.iGrayscaleBits = -1; /* Cap the max texture size to the hardware max. */ - actualID.iMaxSize = min( actualID.iMaxSize, DISPLAY->GetMaxTextureSize() ); + // and then divide by 2 because we dont need to see text in 4k to mash buttons -mina + actualID.iMaxSize = min( actualID.iMaxSize/2, DISPLAY->GetMaxTextureSize() ); /* Save information about the source. */ m_iSourceWidth = pImg->w;