Make LineRenderer understand Zoom internally
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@@ -38,7 +38,7 @@ namespace OpenRA.Graphics
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{
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var vb = renderer.GetTempVertexBuffer();
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vb.SetData( vertices, nv );
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renderer.SetLineWidth(LineWidth);
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renderer.SetLineWidth(LineWidth * Game.viewport.Zoom);
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renderer.DrawBatch( vb, 0, nv, PrimitiveType.LineList );
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} );
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@@ -76,8 +76,6 @@ namespace OpenRA.Graphics
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public void BeginFrame(float2 scroll, float zoom)
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{
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device.Clear();
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WorldLineRenderer.LineWidth = zoom;
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float2 r1 = new float2(2f/Resolution.Width, -2f/Resolution.Height);
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float2 r2 = new float2(-1, 1);
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var zr1 = zoom*r1;
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@@ -86,7 +86,7 @@ namespace OpenRA.Mods.RA.Effects
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var rc = Color.FromArgb((info.BeamDuration - ticks)*255/info.BeamDuration, color);
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var wlr = Game.Renderer.WorldLineRenderer;
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wlr.LineWidth = info.BeamRadius * 2 * Game.viewport.Zoom;
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wlr.LineWidth = info.BeamRadius * 2;
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wlr.DrawLine(args.src, args.dest, rc, rc);
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}
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}
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