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Implement automatic batching for points, lines, shapes, and images/quads.
The above are batched together into a single draw call when called without other drawing calls in between, as long as the following criteria are met: - The texture is the same. - The primitive type is the same (points cannot be batched with non-points). - The love.graphics state is the same (aside from the current color - i.e. setColor - and the transform state). - The active shader’s uniform values are the same. You can examine the ‘drawcalls’ field of love.graphics.getStats() to help determine if your code is allowing for optimum batching. --HG-- branch : minor
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@@ -72,13 +72,6 @@ struct Rect
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}
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};
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struct Vertex
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{
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float x, y;
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float s, t;
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unsigned char r, g, b, a;
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};
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inline int nextP2(int x)
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{
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x += (x == 0);
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