Pass pre-combined rotations into the rendering code.
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@@ -183,8 +183,8 @@ namespace OpenRA.Mods.Common.Graphics
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foreach (var v in draw)
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{
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var bounds = v.Model.Bounds(v.FrameFunc());
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var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
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(x, y) => OpenRA.Graphics.Util.MatrixMultiply(x, OpenRA.Graphics.Util.MakeFloatMatrix(y.AsMatrix())));
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var rotation = OpenRA.Graphics.Util.MakeFloatMatrix(v.RotationFunc().AsMatrix());
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var worldTransform = OpenRA.Graphics.Util.MatrixMultiply(scaleTransform, rotation);
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var pxPos = pxOrigin + wr.ScreenVectorComponents(v.OffsetFunc());
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var screenTransform = OpenRA.Graphics.Util.MatrixMultiply(cameraTransform, worldTransform);
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@@ -241,8 +241,8 @@ namespace OpenRA.Mods.Common.Graphics
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foreach (var v in draw)
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{
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var bounds = v.Model.Bounds(v.FrameFunc());
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var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
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(x, y) => OpenRA.Graphics.Util.MatrixMultiply(x, OpenRA.Graphics.Util.MakeFloatMatrix(y.AsMatrix())));
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var rotation = OpenRA.Graphics.Util.MakeFloatMatrix(v.RotationFunc().AsMatrix());
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var worldTransform = OpenRA.Graphics.Util.MatrixMultiply(scaleTransform, rotation);
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var pxPos = pxOrigin + wr.ScreenVectorComponents(v.OffsetFunc());
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var screenTransform = OpenRA.Graphics.Util.MatrixMultiply(cameraTransform, worldTransform);
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