pass worldRenderer around as necessary
This commit is contained in:
@@ -92,17 +92,17 @@ namespace OpenRA.Graphics
|
||||
var bounds = GetBoundsRect();
|
||||
Game.Renderer.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
|
||||
|
||||
terrainRenderer.Draw(Game.viewport);
|
||||
terrainRenderer.Draw(this, Game.viewport);
|
||||
|
||||
if (world.OrderGenerator != null)
|
||||
world.OrderGenerator.RenderBeforeWorld(world);
|
||||
world.OrderGenerator.RenderBeforeWorld(this, world);
|
||||
|
||||
foreach( var image in worldSprites )
|
||||
image.Sprite.DrawAt( image.Pos, this.GetPaletteIndex( image.Palette ) );
|
||||
uiOverlay.Draw(world);
|
||||
uiOverlay.Draw(this, world);
|
||||
|
||||
if (world.OrderGenerator != null)
|
||||
world.OrderGenerator.RenderAfterWorld(world);
|
||||
world.OrderGenerator.RenderAfterWorld(this, world);
|
||||
|
||||
if (world.LocalPlayer != null)
|
||||
world.LocalPlayer.Shroud.Draw();
|
||||
|
||||
Reference in New Issue
Block a user