+
+
+ // shading
+ bool m_perform_shading;
+
+ // Debug rendering
+ bool m_show_bezier_bounds;
+ bool m_show_bezier_type;
+ bool m_show_fill_points;
+ bool m_show_fill_bounds;
+
+ bool m_lazy_rendering;// don't redraw frames unless we need to
+
+ FILE * m_query_gpu_bounds_on_next_frame;
+
+
+#ifndef QUADTREE_DISABLED
+ QuadTreeIndex m_current_quadtree_node; // The highest node we will traverse.
+ int m_quadtree_max_depth; // The maximum quadtree depth.
+ void RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth);
+
+#endif