Add depth buffer support to sprites and sequences.
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@@ -66,7 +66,7 @@ namespace OpenRA.Graphics
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{
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// Don't bother allocating empty sprites
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if (size.Width == 0 || size.Height == 0)
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return new Sprite(current, Rectangle.Empty, spriteOffset, channel, BlendMode.Alpha);
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return new Sprite(current, Rectangle.Empty, 0, spriteOffset, channel, BlendMode.Alpha);
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var rect = Allocate(size, spriteOffset);
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Util.FastCopyIntoChannel(rect, src);
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@@ -129,7 +129,7 @@ namespace OpenRA.Graphics
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p = new Point(0, 0);
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}
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var rect = new Sprite(current, new Rectangle(p, imageSize), spriteOffset, channel, BlendMode.Alpha);
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var rect = new Sprite(current, new Rectangle(p, imageSize), 0, spriteOffset, channel, BlendMode.Alpha);
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p.X += imageSize.Width;
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return rect;
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