[Fixing indentation]
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@@ -16,12 +16,12 @@ namespace OpenRa.Game.Graphics
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const int spritesPerBatch = 1024;
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Vertex[] vertices = new Vertex[4 * spritesPerBatch];
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ushort[] indices = new ushort[6 * spritesPerBatch];
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Vertex[] vertices = new Vertex[4 * spritesPerBatch];
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ushort[] indices = new ushort[6 * spritesPerBatch];
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Sheet currentSheet = null;
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int sprites = 0;
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ShaderQuality quality;
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int nv = 0, ni = 0;
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int nv = 0, ni = 0;
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public SpriteRenderer(Renderer renderer, bool allowAlpha, Shader shader)
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{
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@@ -41,19 +41,19 @@ namespace OpenRa.Game.Graphics
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{
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if (sprites > 0)
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{
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shader.Quality = quality;
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shader.Render(() =>
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{
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vertexBuffer.SetData(vertices);
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indexBuffer.SetData(indices);
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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, ni),
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currentSheet.Texture, PrimitiveType.TriangleList,
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shader);
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});
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shader.Quality = quality;
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shader.Render(() =>
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{
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vertexBuffer.SetData(vertices);
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indexBuffer.SetData(indices);
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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, ni),
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currentSheet.Texture, PrimitiveType.TriangleList,
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shader);
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});
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nv = 0; ni = 0;
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nv = 0; ni = 0;
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currentSheet = null;
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sprites = 0;
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}
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@@ -66,7 +66,7 @@ namespace OpenRa.Game.Graphics
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currentSheet = s.sheet;
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Util.FastCreateQuad(vertices, indices, location, s, palette, nv, ni);
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nv += 4; ni += 6;
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nv += 4; ni += 6;
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if (++sprites >= spritesPerBatch)
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Flush();
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}
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