partial implementation of double buffered render
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@ -125,12 +125,7 @@ void render_sprite_batch(const Primitive2D primitives[],
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SDL_assert(primitives && batch.size != 0);
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SDL_assert(primitives[0].type == PRIMITIVE_2D_SPRITE);
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/* single vertex array is used for every batch with NULL glBufferData() trick at the end */
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static VertexBuffer vertex_array = 0;
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if (vertex_array == 0)
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vertex_array = create_vertex_buffer();
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use_texture_mode(batch.mode);
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VertexBuffer const vertex_array = get_scratch_vertex_array();
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const Rect dims =
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textures_get_dims(&ctx.texture_cache, primitives->sprite.texture_key);
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