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[#591] Make me.Font API consistent with Renderer and add support for …
…WebGL - Changes me.Font API to accept a Renderer reference (was Context2D reference) - renderer.drawFont() is now private - renderer.measureText() is gone! Use me.Font.measureText() - TODO: Create a second texture cache for font textures, so we aren't creating thousands of new textures each frame in the font_test example - XXX: Adds a new renderer.fontContext2D reference that we probably don't want to keep Replace this with the secondary texture cache - XXX: find a better way to integrate renderer.drawFont() and me.Font.draw() using the renderer.fontContext2D hack SUCKS!
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