make PaletteTexture private and only use it for sprite renders
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@@ -34,8 +34,6 @@ namespace OpenRA.Graphics
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public SpriteRenderer RgbaSpriteRenderer { get; private set; }
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public SpriteRenderer SpriteRenderer { get; private set; }
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public ITexture PaletteTexture;
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Queue<IVertexBuffer<Vertex>> tempBuffers = new Queue<IVertexBuffer<Vertex>>();
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public Dictionary<string, SpriteFont> Fonts;
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@@ -67,12 +65,19 @@ 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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WorldSpriteRenderer.SetShaderParams(PaletteTexture, Resolution, zoom, scroll);
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WorldLineRenderer.SetShaderParams(PaletteTexture, Resolution, zoom, scroll);
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WorldQuadRenderer.SetShaderParams(PaletteTexture, Resolution, zoom, scroll);
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SpriteRenderer.SetShaderParams(PaletteTexture, Resolution, 1f, float2.Zero);
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LineRenderer.SetShaderParams(PaletteTexture, Resolution, 1f, float2.Zero);
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RgbaSpriteRenderer.SetShaderParams(PaletteTexture, Resolution, 1f, float2.Zero);
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WorldSpriteRenderer.SetViewportParams(Resolution, zoom, scroll);
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SpriteRenderer.SetViewportParams(Resolution, 1f, float2.Zero);
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RgbaSpriteRenderer.SetViewportParams(Resolution, 1f, float2.Zero);
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WorldLineRenderer.SetViewportParams(Resolution, zoom, scroll);
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WorldQuadRenderer.SetViewportParams(Resolution, zoom, scroll);
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LineRenderer.SetViewportParams(Resolution, 1f, float2.Zero);
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}
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public void SetPalette(ITexture paletteTexture)
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{
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RgbaSpriteRenderer.SetPalette(paletteTexture);
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SpriteRenderer.SetPalette(paletteTexture);
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WorldSpriteRenderer.SetPalette(paletteTexture);
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}
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public void EndFrame(IInputHandler inputHandler)
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