Autoflush renderer. Sprite.DrawAt convenience function.
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@@ -90,20 +90,16 @@ namespace OpenRA.Graphics
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public void Draw()
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{
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var bounds = GetBoundsRect();
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Game.Renderer.Device.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
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Game.Renderer.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
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terrainRenderer.Draw(Game.viewport);
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if (world.OrderGenerator != null)
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world.OrderGenerator.RenderBeforeWorld(world);
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Game.Renderer.SpriteRenderer.Flush();
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Game.Renderer.LineRenderer.Flush();
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foreach (var image in worldSprites)
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Game.Renderer.SpriteRenderer.DrawSprite(image.Sprite, image.Pos, image.Palette);
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image.Sprite.DrawAt(image.Pos, image.Palette);
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uiOverlay.Draw(world);
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Game.Renderer.SpriteRenderer.Flush();
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if (world.OrderGenerator != null)
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world.OrderGenerator.RenderAfterWorld(world);
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@@ -111,11 +107,7 @@ namespace OpenRA.Graphics
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if (world.LocalPlayer != null)
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world.LocalPlayer.Shroud.Draw();
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Game.Renderer.SpriteRenderer.Flush();
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Game.Renderer.Device.DisableScissor();
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Game.Renderer.LineRenderer.Flush();
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Game.Renderer.DisableScissor();
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}
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void DrawBox(RectangleF r, Color color)
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