fix multithread render issues and cleanup the code
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@@ -20,7 +20,7 @@ void NodeImageTexture::draw()
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{
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using namespace ui;
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tex.bind();
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auto& sampler = tex.has_mips ? NodeImage::m_sampler : NodeImage::m_sampler_mips;
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auto& sampler = tex.has_mips ? NodeImage::m_sampler_mips : NodeImage::m_sampler;
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sampler.bind(0);
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glEnable(GL_BLEND);
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ui::ShaderManager::use(kShader::Texture);
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