This will simplify the code and make it more maintainable when OpenGL ES 2+ support is added, compared to using the deprecated VA functions on desktop GL and the generic VA functions on GLES.
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branch : minor
drawcalls: The number of internal draw calls made so far in the current frame.
canvasswitches: The number of times the active Canvas has been changed so far in the current frame.
texturememory: The approximate amount of video memory (in bytes) used by OpenGL textures created by Images, Canvases, and Fonts.
images: The number of active Image objects.
canvases: The number of active Canvas objects.
fonts: The number of active Font objects.
Wireframe mode should only be used for debugging: the wireframe lines behave differently than regular lines, their widths aren't affected by the graphics scale, and the mode isn't available on OpenGL ES.
If no vertex map is set, this restricts the drawn vertices to those whose indices in the vertex array are between [min, max] inclusive.
If a vertex map is set, this restricts the values used in the vertex map to those whose indices in the vertex map array are between [min, max] inclusive.
Added Mesh constructor variant: love.graphics.newMesh(vertexcount, texture, drawmode). Creates a Mesh with a certain number of vertices with x,y,u,v,r,g,b,a values of (0,0,0,0,255,255,255,255).
love.graphics.draw(mesh) will draw the mesh instancecount times, using hardware instancing when available. The only way to draw individual instances differently from each other is to use the love_InstanceID variable in a vertex shader.
Added love.graphics.isSupported(“instancing”). Hardware instancing is supported if true, otherwise a (slower) pseudo-instancing fallback is used internally when drawing instanced meshes.
Canvases and Images are now subclasses of the new Texture class.
Added setTexture and getTexture methods for Meshes, ParticleSystems, and SpriteBatches (the old set/getImage methods are deprecated but not removed.)
Canvas texture coordinates are no longer flipped.
This should *only* be used for debugging: the wireframe lines behave differently from regular love.graphics lines, and the functionality may not work on OpenGL ES.