unbug prev, and remove misleading code that no longer works
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@@ -52,7 +52,7 @@ namespace OpenRA.Graphics
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vertexBuffer.SetData( vertices );
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vertexBuffer.SetData( vertices );
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indexBuffer.SetData( indices );
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indexBuffer.SetData( indices );
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renderer.DrawBatch( vertexBuffer, indexBuffer,
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renderer.DrawBatch( vertexBuffer, indexBuffer,
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nv, ni / 2, null, PrimitiveType.LineList );
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nv, ni / 2, PrimitiveType.LineList );
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} );
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} );
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nv = 0; ni = 0;
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nv = 0; ni = 0;
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@@ -110,12 +110,9 @@ namespace OpenRA.Graphics
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}
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}
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public void DrawBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices,
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public void DrawBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices,
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Range<int> vertexRange, Range<int> indexRange, ITexture texture, PrimitiveType type, IShader shader)
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Range<int> vertexRange, Range<int> indexRange, PrimitiveType type, IShader shader)
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where T : struct
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where T : struct
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{
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{
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shader.SetValue("DiffuseTexture", texture);
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shader.Commit();
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vertices.Bind();
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vertices.Bind();
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indices.Bind();
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indices.Bind();
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@@ -125,12 +122,9 @@ namespace OpenRA.Graphics
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}
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}
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public void DrawBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices,
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public void DrawBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices,
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int vertexPool, int numPrimitives, ITexture texture, PrimitiveType type)
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int vertexPool, int numPrimitives, PrimitiveType type)
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where T : struct
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where T : struct
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{
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{
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SpriteShader.SetValue("DiffuseTexture", texture);
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SpriteShader.Commit();
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vertices.Bind();
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vertices.Bind();
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indices.Bind();
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indices.Bind();
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@@ -61,7 +61,7 @@ namespace OpenRA.Graphics
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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new Range<int>(0, nv),
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new Range<int>(0, nv),
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new Range<int>(0, ni),
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new Range<int>(0, ni),
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currentSheet.Texture, PrimitiveType.TriangleList,
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PrimitiveType.TriangleList,
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shader);
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shader);
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});
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});
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@@ -100,11 +100,12 @@ namespace OpenRA.Graphics
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if( lastRow < firstRow ) lastRow = firstRow;
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if( lastRow < firstRow ) lastRow = firstRow;
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renderer.SpriteShader.SetValue( "DiffuseTexture", terrainSheet.Texture );
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renderer.SpriteShader.Render(() =>
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renderer.SpriteShader.Render(() =>
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
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new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
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new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
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new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
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terrainSheet.Texture, PrimitiveType.TriangleList, renderer.SpriteShader));
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PrimitiveType.TriangleList, renderer.SpriteShader));
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foreach (var r in Game.world.WorldActor.traits.WithInterface<IRenderOverlay>())
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foreach (var r in Game.world.WorldActor.traits.WithInterface<IRenderOverlay>())
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r.Render();
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r.Render();
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