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graphics: Avoid calling Len() too many times
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@ -48,10 +48,11 @@ func drawTexture(c *opengl.Context, texture opengl.Texture, projectionMatrix *[4
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shadersInitialized = true
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}
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if quads.Len() == 0 {
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l := quads.Len()
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if l == 0 {
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return nil
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}
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if quadsMaxNum < quads.Len() {
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if quadsMaxNum < l {
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return errors.New(fmt.Sprintf("len(quads) must be equal to or less than %d", quadsMaxNum))
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}
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@ -66,7 +67,7 @@ func drawTexture(c *opengl.Context, texture opengl.Texture, projectionMatrix *[4
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p.begin()
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defer p.end()
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for i := 0; i < quads.Len(); i++ {
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for i := 0; i < l; i++ {
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x0, y0, x1, y1 := quads.Vertex(i)
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u0, v0, u1, v1 := quads.Texture(i)
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vertices[16*i] = int16(x0)
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