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graphics optimization feature inspirated by diablo3 engine
* the rendering now consits of two panes - the background pane (for animated stuff like the map) - the foreground pane (for steady stuff, like UI) each pane has it own max FPS and works idependently this may increase graphics performance on many platforms
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@@ -30,9 +30,11 @@ class Texture : public std::enable_shared_from_this<Texture>
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public:
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Texture();
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Texture(const ImagePtr& image);
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Texture(int width, int height, int channels, uchar* pixels = NULL);
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Texture(int width, int height, int channels = 4, uchar* pixels = NULL);
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virtual ~Texture();
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void copyFromScreen(const Rect& screenRect);
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void bind();
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/// Tries to generate mipmaps via hardware, otherwise fallback to software implementation
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