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Hopefully work around an nvidia graphics driver bug in OS X.
Some nvidia GPUs in OS X fail to render geometry that uses an OpenGL index buffer and client-side vertex arrays. This affected ParticleSystems and love.graphics.print. The code for those has been changed to use a client-side index array instead of an OpenGL index buffer.
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@@ -109,7 +109,7 @@ public:
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std::vector<DrawCommand> generateVerticesFormatted(const ColoredCodepoints &text, float wrap, AlignMode align, std::vector<GlyphVertex> &vertices, TextInfo *info = nullptr);
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void drawVertices(const std::vector<DrawCommand> &drawcommands);
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void drawVertices(const std::vector<DrawCommand> &drawcommands, bool bufferedvertices);
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static void getCodepointsFromString(const std::string &str, Codepoints &codepoints);
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static void getCodepointsFromString(const std::vector<ColoredString> &strs, ColoredCodepoints &codepoints);
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