work towards DeferredCommandDraw being universal, support for DeferredCommandDepthRange, rework of cirlce mesh (has a bug still), get_quad_element_buffer() now more general, as it should be with gl_any
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@ -39,7 +39,7 @@ static inline float fast_sqrt(float x)
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static inline Vec2 fast_cossine(float a) {
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const float s = SDL_sinf(a);
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const float s = sinf(a);
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return (Vec2){
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.x = fast_sqrt(1.0f - s * s) * (a >= (float)M_PI_2 && a < (float)(M_PI + M_PI_2) ? -1 : 1),
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.y = s
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