Interrupt / Interrupt/systemshock

Hashing OpenGL textures using pointers

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Description

In my PR #264 I shifted the bmp width and height (16 bits each) onto the bmp ptr (32), making a 64-bit hash to prevent a bug with some textures having the same ptr but a different size. I was getting garbage pixels on invisible mutants.

This fix was only a stopgap until we moved to 64 bits. So, can we use a 96-bit hash here? or is there something better?

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