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* Calling *Mesh::draw() with parameter to start on arbitrary vertex index might give users more freedom than they want to have (e.g. lines rendered where gaps should be, broken triangle strips...). * Single-precision floats have meaningful precision of ~6 decimal places, everything after that would be random garbage anyway, so we don't need anything "more precise" for icosphere. * Texture1D can have only one target and it can be used as framebuffer target.pull/7/head
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