Remove SheetType.DualIndexed from terrain rendering.
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@@ -43,7 +43,6 @@ namespace OpenRA.Graphics
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{
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this.tileset = tileset;
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var allocated = false;
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var type = tileset.EnableDepth ? SheetType.DualIndexed : SheetType.Indexed;
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Func<Sheet> allocate = () =>
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{
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@@ -51,10 +50,10 @@ namespace OpenRA.Graphics
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throw new SheetOverflowException("Terrain sheet overflow. Try increasing the tileset SheetSize parameter.");
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allocated = true;
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return new Sheet(type, new Size(tileset.SheetSize, tileset.SheetSize));
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return new Sheet(SheetType.Indexed, new Size(tileset.SheetSize, tileset.SheetSize));
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};
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sheetBuilder = new SheetBuilder(type, allocate);
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sheetBuilder = new SheetBuilder(SheetType.Indexed, allocate);
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random = new MersenneTwister();
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var frameCache = new FrameCache(Game.ModData.DefaultFileSystem, Game.ModData.SpriteLoaders);
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@@ -71,10 +70,17 @@ namespace OpenRA.Graphics
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{
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var f = allFrames[j];
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var s = sheetBuilder.Allocate(f.Size, f.Offset);
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Util.FastCopyIntoChannel(s, 0, f.Data);
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Util.FastCopyIntoChannel(s, f.Data);
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if (tileset.EnableDepth)
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Util.FastCopyIntoChannel(s, 1, allFrames[j + frameCount].Data);
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{
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var ss = sheetBuilder.Allocate(f.Size, f.Offset);
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Util.FastCopyIntoChannel(ss, allFrames[j + frameCount].Data);
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// s and ss are guaranteed to use the same sheet
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// because of the custom terrain sheet allocation
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s = new SpriteWithSecondaryData(s, ss.Bounds, ss.Channel);
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}
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return s;
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}).ToArray());
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