+ else
+ {
+ // We have 2+ copies of the same glyph
+ mGlyphManager.AdjustReferenceCount( glyph.fontId, glyph.index, 1/*increment*/ );
+ }
+
+ // Generate mesh data for this quad, plugging in our supplied position
+ mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
+ textCacheEntry.mFontId = glyph.fontId;
+ textCacheEntry.mImageId = slot.mImageId;
+ textCacheEntry.mIndex = glyph.index;
+ newTextCache.PushBack( textCacheEntry );
+