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Simplify quad drawing code, and use glDrawElementsBaseVertex when available.
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@@ -334,6 +334,7 @@ public:
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bool isInstancingSupported() const;
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bool isDepthCompareSampleSupported() const;
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bool isSamplerLODBiasSupported() const;
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bool isBaseVertexSupported() const;
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/**
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* Returns the maximum supported width or height of a texture.
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@@ -413,6 +414,8 @@ private:
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bool contextInitialized;
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bool pixelShaderHighpSupported;
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bool baseVertexSupported;
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float maxAnisotropy;
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float maxLODBias;
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int max2DTextureSize;
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