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Many mostly graphics related changes #767

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paulwedeck
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I reduced the number of shader to three:

  • normal unified shader (now including texes and colors functionality) (GL(ES) 2.0)
  • unified-array to bundle multiple drawings of a single quad at multiple locations/colors (GLES 3.0 /GL_EXT_draw_instanced
  • unified-multi to bundle drawing of different objects at different locations (GLES32/ GL_EXT_geometry_shader4 &GL_ARB_uniform_buffer_object)

There no longer is any pre gl2 render path because there are barly any remaining users:

I rewrote the FogOfWar algorithm to better fit the Backgrounds needs and to respect to current game speed/pause status.

GeometryHandles are no replaced by *DrawHandles.
Most Textures and Geometries are bundled together in ManagedHandles hold by GLDrawContext that only create a single buffer and texture instead of one per SingleImage. Only parts of ManagedHandles can be used to draw via the unified-multi shader.

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