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Only update the shader point size in OpenGL ES 2 when it's been modified, rather than before every draw.
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@@ -182,6 +182,7 @@ public:
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bool sendBuiltinMatrix(BuiltinUniform builtin, int size, const GLfloat *m, int count);
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bool sendBuiltinFloat(BuiltinUniform builtin, int size, const GLfloat *m, int count);
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void checkSetScreenParams();
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void checkSetPointSize(float size);
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const std::map<std::string, Object *> &getBoundRetainables() const;
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@@ -250,6 +251,8 @@ private:
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Canvas *lastCanvas;
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OpenGL::Viewport lastViewport;
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float lastPointSize;
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// Counts total number of textures bound to each texture unit in all shaders
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static std::vector<int> textureCounters;
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