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many graphics performance tweaks
* use hardware vertex buffers (video memory) * cache text drawing with vertex buffers instead of framebuffers * avoid recalculating texture transformation matrix
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@@ -54,7 +54,7 @@ public:
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void setOpacity(float opacity);
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void setTexture(const TexturePtr& texture);
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void setUniformTexture(int location, const TexturePtr& texture, int index);
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void draw(const CoordsBuffer& coordsBuffer, DrawMode drawMode = Triangles);
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void draw(CoordsBuffer& coordsBuffer, DrawMode drawMode = Triangles);
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private:
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DrawMode m_drawMode;
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