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Split texture caches into linear and NN scaled versions
With textures, you can't change render scale quality once they've been created. To rectify this, I've made the texture caches a map of caches, sorted by scale quality. This should result in no performance overhead, since an image is simply added to the appropriate quality cache on creation instead of in a single cache. If a different version of a texture is needed it will be loaded later. By default, load_texture will return images using nearest neighbor scaling. GUI2 always fetches images using linear scaling. This is consistent with the old software rendering method. Plus, we don't have any way (as of now) to specify the render quality on a per-image basis.
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