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Restructured some Shader code. Added runtime temporary caching and sharing of shader stages. Resolves issue #1235.
--HG-- branch : minor
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@@ -52,14 +52,6 @@ enum TextureType
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TEXTURE_MAX_ENUM
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};
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class TextureTooLargeException : public love::Exception
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{
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public:
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TextureTooLargeException(const char *dimname, int pix)
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: Exception("Cannot create texture: %s of %d pixels is too large for this system.", dimname, pix)
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{}
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};
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/**
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* Base class for 2D textures. All textures can be drawn with Quads, have a
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* width and height, and have filter and wrap modes.
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