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fixed #911: add some comment
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@ -469,7 +469,6 @@ CCTexture2D * CCTextureCache::addPVRImage(const char* path)
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return tex;
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}
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CCTexture2D* CCTextureCache::addUIImage(CCImage *image, const char *key)
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{
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CCAssert(image != NULL, "TextureCache: image MUST not be nill");
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@ -482,6 +481,9 @@ CCTexture2D* CCTextureCache::addUIImage(CCImage *image, const char *key)
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forKey = CCFileUtils::fullPathFromRelativePath(key);
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}
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// Don't have to lock here, because addImageAsync() will not
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// invoke opengl function in loading thread.
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do
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{
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// If key is nil, then create a new texture each time
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