+
+ void SetGPURendering(bool state) {m_use_gpu_rendering = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+
+ bool ShowingObjectBounds() const {return m_show_object_bounds;} // render bounds rectangles
+ void ShowObjectBounds(bool state) {m_show_object_bounds = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+
+ bool PerformingShading() const {return m_perform_shading;}
+ void PerformShading(bool state) {m_perform_shading = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+
+ void ForceBoundsDirty() {m_bounds_dirty = true;}
+ void ForceBufferDirty() {m_buffer_dirty = true;}
+ void ForceRenderDirty() {m_render_dirty = true;}