[Fixing indentation]
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@@ -25,28 +25,28 @@ namespace OpenRa.Game.Graphics
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tileSet = new TileSet( map.TileSuffix );
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Size tileSize = new Size( Game.CellSize, Game.CellSize );
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Size tileSize = new Size( Game.CellSize, Game.CellSize );
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SheetBuilder.ForceNewSheet();
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var tileMapping = new Cache<TileReference, Sprite>(
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x => SheetBuilder.Add(tileSet.GetBytes(x), tileSize));
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var tileMapping = new Cache<TileReference, Sprite>(
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x => SheetBuilder.Add(tileSet.GetBytes(x), tileSize));
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Vertex[] vertices = new Vertex[4 * map.Height * map.Width];
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ushort[] indices = new ushort[6 * map.Height * map.Width];
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Vertex[] vertices = new Vertex[4 * map.Height * map.Width];
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ushort[] indices = new ushort[6 * map.Height * map.Width];
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int nv = 0;
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int ni = 0;
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int nv = 0;
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int ni = 0;
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for( int j = map.YOffset ; j < map.YOffset + map.Height ; j++ )
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for( int i = map.XOffset ; i < map.XOffset + map.Width; i++ )
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{
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Sprite tile = tileMapping[map.MapTiles[i, j]];
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Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni);
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nv += 4;
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ni += 6;
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}
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for( int i = map.XOffset ; i < map.XOffset + map.Width; i++ )
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{
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Sprite tile = tileMapping[map.MapTiles[i, j]];
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Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni);
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nv += 4;
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ni += 6;
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}
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terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
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terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
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vertexBuffer = new FvfVertexBuffer<Vertex>( renderer.Device, vertices.Length, Vertex.Format );
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vertexBuffer.SetData( vertices );
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@@ -71,12 +71,12 @@ namespace OpenRa.Game.Graphics
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if (firstRow < 0) firstRow = 0;
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if (lastRow > map.Height) lastRow = map.Height;
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renderer.SpriteShader.Quality = ShaderQuality.Low;
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renderer.SpriteShader.Render(() =>
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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>(indicesPerRow * firstRow, indicesPerRow * lastRow),
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terrainSheet.Texture, PrimitiveType.TriangleList, renderer.SpriteShader));
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renderer.SpriteShader.Quality = ShaderQuality.Low;
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renderer.SpriteShader.Render(() =>
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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>(indicesPerRow * firstRow, indicesPerRow * lastRow),
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terrainSheet.Texture, PrimitiveType.TriangleList, renderer.SpriteShader));
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overlayRenderer.Draw();
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}
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