big rendering overhaul (cleaning and api abstraction)
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@ -70,8 +70,6 @@ void render_rect_batch(const Primitive2D primitives[],
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/* single vertex array is used for every batch with NULL glBufferData() trick at the end */
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VertexBuffer const vertex_array = get_scratch_vertex_array();
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use_texture_mode(batch.mode);
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/* vertex population over a vertex buffer builder interface */
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{
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VertexBufferBuilder payload = build_vertex_buffer(vertex_array, get_quad_payload_size(batch) * batch.size);
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