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Taking further advantage of dynamic quad allocation, we can now remove the multiple render passes in favor of allocating the quads and painting them from back to front. In turn, this means that we can reduce the amount of data that we store in the vertex, which simplifies the shaders a bit, at the expense of making the render code in rust a bit more complex. However, we can take advantage of stretching runs of cells with background colors in to a single quad. refs: #986
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