Convert VoxelRenderer to TriangleList.
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@@ -89,12 +89,14 @@ namespace OpenRA.Graphics
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var channelP = ChannelSelect[(int)s.Channel];
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var channelP = ChannelSelect[(int)s.Channel];
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var channelC = ChannelSelect[(int)s.Channel + 1];
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var channelC = ChannelSelect[(int)s.Channel + 1];
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return new Vertex[4]
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return new Vertex[6]
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{
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{
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new Vertex(coord(0, 0), s.Left, s.Top, channelP, channelC),
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new Vertex(coord(0, 0), s.Left, s.Top, channelP, channelC),
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new Vertex(coord(su, 0), s.Right, s.Top, channelP, channelC),
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new Vertex(coord(su, 0), s.Right, s.Top, channelP, channelC),
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new Vertex(coord(su, sv), s.Right, s.Bottom, channelP, channelC),
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new Vertex(coord(su, sv), s.Right, s.Bottom, channelP, channelC),
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new Vertex(coord(0, sv), s.Left, s.Bottom, channelP, channelC)
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new Vertex(coord(su, sv), s.Right, s.Bottom, channelP, channelC),
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new Vertex(coord(0, sv), s.Left, s.Bottom, channelP, channelC),
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new Vertex(coord(0, 0), s.Left, s.Top, channelP, channelC)
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};
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};
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}
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}
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@@ -263,7 +263,7 @@ namespace OpenRA.Graphics
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shader.SetVec("AmbientLight", ambientLight, 3);
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shader.SetVec("AmbientLight", ambientLight, 3);
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shader.SetVec("DiffuseLight", diffuseLight, 3);
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shader.SetVec("DiffuseLight", diffuseLight, 3);
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shader.Render(() => renderer.DrawBatch(Game.ModData.VoxelLoader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.QuadList));
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shader.Render(() => renderer.DrawBatch(Game.ModData.VoxelLoader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.TriangleList));
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}
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}
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public void BeginFrame()
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public void BeginFrame()
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