shroud-based scissor. eliminates a lot of shroud render
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@@ -66,6 +66,16 @@ namespace OpenRa.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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if (!Game.world.LocalPlayer.Shroud.HasGPS && Game.world.LocalPlayer.Shroud.bounds.HasValue)
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{
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var r = Game.world.LocalPlayer.Shroud.bounds.Value;
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if (firstRow < r.Top - map.YOffset)
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firstRow = r.Top - map.YOffset;
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if (firstRow > r.Bottom - map.YOffset)
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firstRow = r.Bottom - map.YOffset;
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}
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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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