I rewrote the FogOfWar algorithm to better fit the Backgrounds needs and to respect to current game speed/pause status.
GeometryHandles are no replaced by *DrawHandles.
Most Textures and Geometries are bundled together in ManagedHandles hold by GLDrawContext that only create a single buffer and texture instead of one per SingleImage. Only parts of ManagedHandles can be used to draw via the unified-multi shader.
I reduced the number of shader to three:
There no longer is any pre gl2 render path because there are barly any remaining users:
I rewrote the FogOfWar algorithm to better fit the Backgrounds needs and to respect to current game speed/pause status.
GeometryHandles are no replaced by *DrawHandles. Most Textures and Geometries are bundled together in ManagedHandles hold by GLDrawContext that only create a single buffer and texture instead of one per SingleImage. Only parts of ManagedHandles can be used to draw via the unified-multi shader.