Defer vertex decoding until flush. Track draw calls so that they can be cached later.
Vertex caching now works for HW transform + VBO, not including RECTANGLE primitives yet.
Merge branch 'master' into vertexcache
GPU "dirty" optimization, wip vertexcache
Merge branch 'master' into vertexcache
Try to use glDrawArrays in more situations, saving us a buffer. Misc.
Tiled renderers are much faster if we clear FBOs before rendering.
Alternatively we could use glDiscardFramebufferEXT but I haven't figured out how to call it.
Avoid using an element buffer in more cases.
Cannot cache vertices when morph is enabled.
Merge pull request #457 from hrydgard/vertexcache

Vertex cache