Michael Turutanov

Results 4 issues of Michael Turutanov

Should implement mesh double buffering for a performance boost.

Allow people people set render layer's mesh bounds without hacking into Futile to enable the use of culling with sprite pooling as an optimization.

Takes about 10ms on i5 2500K. Probably goes down to RemoveEnablerOfType() being slow and beyond. My case has about 200 enablers registered.

``` csharp if(Futile.isOpenGL) { Futile.screenPixelOffset = 0; } else //directX needs to be offset by half a pixel { Futile.screenPixelOffset = 0.5f * Futile.displayScaleInverse; } ``` While this is correct,...