diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
index 52287445..503fd984 100644
--- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
@@ -1,5 +1,4 @@
using System;
-using System.Buffers;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
@@ -355,38 +354,6 @@ internal sealed class ModContentManager : BaseContentManager
return file;
}
- /// Premultiply a texture's alpha values to avoid transparency issues in the game.
- /// The texture to premultiply.
- /// Returns a premultiplied texture.
- /// Based on code by David Gouveia.
- private void PremultiplyTransparency(Texture2D texture)
- {
- int count = texture.Width * texture.Height;
- Color[] data = ArrayPool.Shared.Rent(count);
- try
- {
- texture.GetData(data, 0, count);
-
- bool changed = false;
- for (int i = 0; i < count; i++)
- {
- ref Color pixel = ref data[i];
- if (pixel.A is (byte.MinValue or byte.MaxValue))
- continue; // no need to change fully transparent/opaque pixels
-
- data[i] = new Color(pixel.R * pixel.A / byte.MaxValue, pixel.G * pixel.A / byte.MaxValue, pixel.B * pixel.A / byte.MaxValue, pixel.A); // slower version: Color.FromNonPremultiplied(data[i].ToVector4())
- changed = true;
- }
-
- if (changed)
- texture.SetData(data, 0, count);
- }
- finally
- {
- ArrayPool.Shared.Return(data);
- }
- }
-
/// Fix custom map tilesheet paths so they can be found by the content manager.
/// The map whose tilesheets to fix.
/// The relative map path within the mod folder.