The background texture issue is
FIXED.
Patrice, your
ZI_DrawGLText() was
unbearably heavy for my CPUs. It kept eating up to 30% of their usages even when FPS was on but there was nothing loaded in the viewer.
Now the usage is no more than 1% extra as compared to FPS off. Some extra GPU is no wonder because when FPS is on, the viewer enters a continuous render mode where it always has something sizable to draw -- the wallpaper quad, as a minimum -- and that's what accounts for the GPU usage. So, I removed the "extra CPU/GPU" notification from the menu.
Please put the new PNG in \Reader and recompile with the new Main.cpp and mobj.h. Now v2.5 Stable may go public.
(hopefully
)P.S. The trailing argument in your
Mobj_CreateGLTextureFromFileEX() is not a yes/no Boolean as the
gP description erroneously states, but rather something that can have
at least 5 different values in the 0 to 4 range. Can we have these values gathered into an
enum with meaningful names to prompt the developer with what to expect from the function?