fix perf in ShroudRenderer
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@@ -52,7 +52,12 @@ namespace OpenRA.Graphics
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public void DrawAt( float2 location, string palette )
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{
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Game.Renderer.SpriteRenderer.DrawSprite( this, location, palette );
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Game.Renderer.SpriteRenderer.DrawSprite( this, location, palette, this.size );
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}
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public void DrawAt( float2 location, int paletteIndex )
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{
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Game.Renderer.SpriteRenderer.DrawSprite( this, location, paletteIndex, this.size );
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}
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public void DrawAt(float2 location, string palette, float2 size)
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@@ -151,7 +151,7 @@ namespace OpenRA
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var minx = clipRect.Left;
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var maxx = clipRect.Right;
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var shroudPalette = "fog";
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var shroudPalette = Game.world.WorldRenderer.GetPaletteIndex("fog");
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for (var j = miny; j < maxy; j++)
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{
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@@ -183,7 +183,7 @@ namespace OpenRA
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new float2(Game.CellSize * (maxx - starti), Game.CellSize));
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}
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shroudPalette = "shroud";
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shroudPalette = Game.world.WorldRenderer.GetPaletteIndex("shroud");
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for (var j = miny; j < maxy; j++)
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{
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@@ -18,7 +18,7 @@ namespace OpenRA.Traits
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public class ResourceLayerInfo : TraitInfo<ResourceLayer> { }
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public class ResourceLayer: IRenderOverlay, IWorldLoaded
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{
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{
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World world;
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public ResourceType[] resourceTypes;
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