// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [x] Renderer: Large meshes ...
3 - Now Portable latent Codec Transcode + SSD Cache ~1.5–3 bpp (0.35–2 at larger block sizes) Future Portable latent GPU Hardware Codec Transcode ~1.5–3 bpp (0.35–2 at larger block sizes) Source → ...
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