Rename and tweak post-render interfaces.
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@@ -152,9 +152,9 @@ namespace OpenRA.Graphics
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if (enableDepthBuffer)
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Game.Renderer.ClearDepthBuffer();
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foreach (var a in World.ActorsWithTrait<IPostRender>())
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foreach (var a in World.ActorsWithTrait<IRenderAboveWorld>())
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if (a.Actor.IsInWorld && !a.Actor.Disposed)
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a.Trait.RenderAfterWorld(this, a.Actor);
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a.Trait.RenderAboveWorld(a.Actor, this);
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var renderShroud = World.RenderPlayer != null ? World.RenderPlayer.Shroud : null;
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@@ -162,7 +162,7 @@ namespace OpenRA.Graphics
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Game.Renderer.ClearDepthBuffer();
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foreach (var a in World.ActorsWithTrait<IRenderShroud>())
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a.Trait.RenderShroud(this, renderShroud);
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a.Trait.RenderShroud(renderShroud, this);
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if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
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for (var i = 0; i < renderables.Count; i++)
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@@ -174,8 +174,8 @@ namespace OpenRA.Graphics
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Game.Renderer.DisableScissor();
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var overlayRenderables = World.Selection.Actors.Where(a => !a.Disposed)
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.SelectMany(a => a.TraitsImplementing<IPostRenderSelection>())
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.SelectMany(t => t.RenderAfterWorld(this));
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.SelectMany(a => a.TraitsImplementing<IRenderAboveShroudWhenSelected>()
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.SelectMany(t => t.RenderAboveShroud(a, this)));
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Game.Renderer.WorldVoxelRenderer.BeginFrame();
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var finalOverlayRenderables = overlayRenderables.Select(r => r.PrepareRender(this));
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