Made Sheet.Texture into Sheet.GetTexture() since we will want to call it for side-effects.
Do the same for Sheet.Data since it has the side effect of generating a buffer.
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RoosterDragon
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ff16690b86
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a6f5a21ed4
@@ -257,7 +257,7 @@ namespace OpenRA.Graphics
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float[] ambientLight, float[] diffuseLight,
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int colorPalette, int normalsPalette)
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{
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shader.SetTexture("DiffuseTexture", renderData.Sheet.Texture);
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shader.SetTexture("DiffuseTexture", renderData.Sheet.GetTexture());
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shader.SetVec("PaletteRows", (colorPalette + 0.5f) / HardwarePalette.MaxPalettes,
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(normalsPalette + 0.5f) / HardwarePalette.MaxPalettes);
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shader.SetMatrix("TransformMatrix", t);
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