remove SpriteRenderer arg to DrawText; create only one SpriteRenderer for each Shader
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@@ -100,7 +100,6 @@ namespace OpenRA.Graphics
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if( lastRow < firstRow ) lastRow = firstRow;
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renderer.SpriteShader.SetValue( "DiffuseTexture", terrainSheet.Texture );
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renderer.SpriteShader.Render(() =>
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
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