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* Rescale save-loaded textures to runtime texture dimensions `LegoTextureInfo::LoadBits` sized its memcpy from the destination DirectDraw surface and assumed the source bits matched. They don't when the save was made under a different renderer than the current one: HW mode squares non-square assets in `LegoImage::Read` (e.g. 128x32 -> 128x128 via row duplication), SW mode keeps the original dimensions, and `ReadNamedTexture` always loads with `p_square=0`, so saved bits keep whatever size they had at save time. SW save loaded under HW caused an OOB read in `LoadBits`; HW save loaded under SW silently truncated the source and rendered a distorted texture. Add `LegoImage::Resize(width, height)` (nearest-neighbor, handles both up- and down-scale) and call it in `LoadFromNamedTexture` to match the runtime `LegoTextureInfo` surface dimensions before binding. Save format unchanged; `LoadBits` signature unchanged. Square textures and matching-mode loads short-circuit on the fast-path. * ci: bump Android SDL3 download + Xbox One generator for VS 18 - Android: SDL3's `build-release.py` started requiring `download` before `android` so it can fetch the new gameinput dependency. (build-release.py is technically internal SDL tooling; longer-term we may want to invoke a different SDL3 build entry point.) - Xbox One: windows-latest now ships VS 18, so the `Visual Studio 17 2022` generator can no longer find a VS install. Bump to `Visual Studio 18 2026`. |
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