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The stroking code was performing texture coordinate conversion on each created vertex. Since there were often very few calculations needed for each vertex, interspersing a coordinate transform with each vertex append was clogging up the code. This change will defer the calculation of the texture coordinates until the end of the stroking process so that the polyline widening code can do its job efficiently and then later the coordinate conversion code can do its job also efficiently in a tight loop. This change also opened up the opportunity to optimize a common case (no effect transform) even more than before.
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