   
   /// Cleans out textures not used recently
   func flush() {
-//    print ("Text Cache: \(hit)/\(miss) (Removing \(textures.count-foundTextures.count))")
-//    hit = 0
-//    miss = 0
     let to_remove = Set(0..<textures.count).subtract(foundTextures)
     for i in to_remove.sort().reverse() {
       let oldTex = textures.removeAtIndex(i)

    glDrawArrays(GLenum(GL_TRIANGLE_STRIP), 0, 4)
    tool.program.setUseTexture(false)
  }
//
//  var hit : Int = 0
//  var miss : Int = 0
  
  private func getTextEntry(text: String, size : Int) -> TextEntry {
    // First see if we already built this texture
    if let existing = find_existing(text, size: size) {
      // We found that we drew this before!
//      hit += 1
      return existing
    }
//    miss += 1
    // Let's work out the font size we want, approximately
    let font = UIFont(name: fontName, size: CGFloat(size))!
    let attrs = [NSFontAttributeName: font, NSForegroundColorAttributeName: UIColor.whiteColor()]

    
    let texture = entry.texture
    tool.bindArray(tool.vertexArrayTextured)
    glBindTexture(texture.target, texture.name)
    
    // Work out how wide we want to draw
