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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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@@ -47,6 +47,7 @@ public:
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int getWidth() { return m_size.width(); }
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int getHeight() { return m_size.height(); }
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const Size& getSize() { return m_size; }
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const Matrix2& getTransformMatrix() { return m_transformMatrix; }
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bool isEmpty() { return m_textureId == 0; }
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bool hasMipmaps() { return m_hasMipmaps; }
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@@ -57,6 +58,7 @@ protected:
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GLuint m_textureId;
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Size m_size;
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Matrix2 m_transformMatrix;
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Boolean<false> m_hasMipmaps;
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Boolean<false> m_smooth;
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};
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