* Rename SDL_CreateRGBSurface{,From} to SDL_CreateSurface{,From}, which now takes a format parameter
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@@ -322,15 +322,7 @@ SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord)
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texcoord[2] = (GLfloat)surface->w / w; /* Max X */
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texcoord[3] = (GLfloat)surface->h / h; /* Max Y */
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image = SDL_CreateRGBSurface(w, h, 32,
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
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0x000000FF,
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0x0000FF00, 0x00FF0000, 0xFF000000
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#else
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0xFF000000,
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0x00FF0000, 0x0000FF00, 0x000000FF
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#endif
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);
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image = SDL_CreateSurface(w, h, SDL_PIXELFORMAT_RGBA32);
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if (image == NULL) {
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return 0;
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}
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