better fix
save/restore textures in a safer way, also save/restore glyph cache
cleanup
support as much negative coordinates as makes sense. or maybe it makes sense to support more...
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use an compressed format for glyph quad vectors. this reduces the size of e.g. the opengl info from 200k to 20k, and typical sizes for labels are now <<100 bytes. the cost is full immediate mode submission of coordinates (cpu), but glInterleavedArrays is likely not much faster and modern cpus probably prefer more decoding over more cache misses.
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fix pango trapezoid rendering
* implement a "render cache", sort of our own slow display list. * use it when drawing the map. while this will perfectly sort by texture and thus give a nice speedup in itself (hardware), its not the actual goal.
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