use text texture size for buffered gdx/awt image loading
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@@ -37,8 +37,8 @@ public abstract class TextureLayer extends RenderElement {
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final static int VERTICES_PER_SPRITE = 4;
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final static int SHORTS_PER_VERTICE = 6;
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final static int TEXTURE_HEIGHT = 128;
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final static int TEXTURE_WIDTH = 512;
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public final static int TEXTURE_HEIGHT = 128;
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public final static int TEXTURE_WIDTH = 512;
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final static int POOL_FILL = 10;
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/** pool shared by TextLayers */
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