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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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@@ -25,6 +25,11 @@
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#include <framework/graphics/texture.h>
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#include <framework/graphics/texturemanager.h>
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void UIWidget::initImage()
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{
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m_imageCoordsBuffer.enableHardwareCaching();
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}
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void UIWidget::parseImageStyle(const OTMLNodePtr& styleNode)
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{
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for(const OTMLNodePtr& node : styleNode->children()) {
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