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is there a reason to do that?
It would be great to have a quad created to cache the texture and texture edge hack. any downside to this? maybe having to check if vflipped condition is changed?
I've seen it is not possible now because getMeshForSubsection is a const, and it is called inside another const functions like
ofGLProgrammableRenderer::draw
and
ofGLRenderer::draw
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is there a reason to do that?
It would be great to have a quad created to cache the texture and texture edge hack. any downside to this? maybe having to check if vflipped condition is changed?
I've seen it is not possible now because getMeshForSubsection is a const, and it is called inside another const functions like
ofGLProgrammableRenderer::draw
and
ofGLRenderer::draw
ideas?
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