remove SpriteRenderer arg to DrawText; create only one SpriteRenderer for each Shader
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@@ -58,7 +58,7 @@ namespace OpenRA.Graphics
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{
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this.screenSize = screenSize;
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this.renderer = renderer;
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cursorRenderer = new SpriteRenderer(renderer);
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cursorRenderer = renderer.SpriteRenderer;
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this.scrollPosition = Game.CellSize* mapStart;
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}
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@@ -67,6 +67,8 @@ namespace OpenRA.Graphics
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bool gameWasStarted = false;
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public void DrawRegions( World world )
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{
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Timer.Time( "DrawRegions start" );
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world.WorldRenderer.palette.Update(
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world.WorldActor.traits.WithInterface<IPaletteModifier>());
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@@ -75,6 +77,7 @@ namespace OpenRA.Graphics
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renderer.BeginFrame(r1, r2, scrollPosition.ToInt2());
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world.WorldRenderer.Draw();
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Timer.Time( "worldRenderer: {0}" );
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if( Game.orderManager.GameStarted && world.LocalPlayer != null)
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{
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if (!gameWasStarted)
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@@ -136,12 +139,16 @@ namespace OpenRA.Graphics
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lastConnectionState = state;
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}
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Timer.Time( "checking connections: {0}" );
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Game.chrome.DrawWidgets(world);
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Timer.Time( "widgets: {0}" );
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var cursorName = Game.chrome.HitTest(mousePos) ? "default" : Game.controller.ChooseCursor( world );
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var c = new Cursor(cursorName);
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cursorRenderer.DrawSprite(c.GetSprite((int)cursorFrame), mousePos + Location - c.GetHotspot(), "cursor");
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cursorRenderer.Flush();
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Timer.Time( "cursors: {0}" );
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renderer.EndFrame();
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}
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