diff --git a/OpenRA.Game/Graphics/Renderable.cs b/OpenRA.Game/Graphics/Renderable.cs index 072251ee46..b620af8c07 100644 --- a/OpenRA.Game/Graphics/Renderable.cs +++ b/OpenRA.Game/Graphics/Renderable.cs @@ -93,7 +93,7 @@ namespace OpenRA.Graphics public void BeforeRender(WorldRenderer wr) {} public void Render(WorldRenderer wr) { - sprite.DrawAt(ScreenPosition(wr), palette, scale); + Game.Renderer.WorldSpriteRenderer.DrawSprite(sprite, ScreenPosition(wr), palette, sprite.size*scale); } public void RenderDebugGeometry(WorldRenderer wr) diff --git a/OpenRA.Game/Graphics/ShroudRenderer.cs b/OpenRA.Game/Graphics/ShroudRenderer.cs index 3f8ef3ed2e..6dcc0b3b87 100644 --- a/OpenRA.Game/Graphics/ShroudRenderer.cs +++ b/OpenRA.Game/Graphics/ShroudRenderer.cs @@ -184,24 +184,26 @@ namespace OpenRA.Graphics if (starti != i) { - s[starti, j].DrawAt( + // Stretch a solid black sprite over the rows above + // TODO: This doesn't make sense for isometric terrain + Game.Renderer.WorldSpriteRenderer.DrawSprite( + s[starti, j], Game.CellSize * new float2(starti, j), pal, new float2(Game.CellSize * (i - starti), Game.CellSize)); starti = i + 1; } - s[i, j].DrawAt( - Game.CellSize * new float2(i, j), - pal); + Game.Renderer.WorldSpriteRenderer.DrawSprite(s[i, j], Game.CellSize * new float2(i, j), pal); starti = i + 1; last = s[i, j]; } + // Stretch a solid black sprite over the rows to the left + // TODO: This doesn't make sense for isometric terrain if (starti < clip.Right) - s[starti, j].DrawAt( - Game.CellSize * new float2(starti, j), - pal, + Game.Renderer.WorldSpriteRenderer.DrawSprite(s[starti, j], + Game.CellSize * new float2(starti, j), pal, new float2(Game.CellSize * (clip.Right - starti), Game.CellSize)); } } diff --git a/OpenRA.Game/Graphics/Sprite.cs b/OpenRA.Game/Graphics/Sprite.cs index 290524ec29..948643ffc4 100644 --- a/OpenRA.Game/Graphics/Sprite.cs +++ b/OpenRA.Game/Graphics/Sprite.cs @@ -55,21 +55,6 @@ namespace OpenRA.Graphics { return textureCoords[k]; } - - public void DrawAt(float2 location, PaletteReference pal) - { - Game.Renderer.WorldSpriteRenderer.DrawSprite(this, location, pal, size); - } - - public void DrawAt(float2 location, PaletteReference pal, float scale) - { - Game.Renderer.WorldSpriteRenderer.DrawSprite(this, location, pal, size*scale); - } - - public void DrawAt(float2 location, PaletteReference pal, float2 size) - { - Game.Renderer.WorldSpriteRenderer.DrawSprite(this, location, pal, size); - } } public enum TextureChannel