Rename VoxelRenderer to ModelRenderer.
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@@ -113,9 +113,9 @@ namespace OpenRA.Graphics
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worldRenderables = worldRenderables.Concat(World.Effects.SelectMany(e => e.Render(this)));
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worldRenderables = worldRenderables.OrderBy(RenderableScreenZPositionComparisonKey);
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Game.Renderer.WorldVoxelRenderer.BeginFrame();
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Game.Renderer.WorldModelRenderer.BeginFrame();
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var renderables = worldRenderables.Select(r => r.PrepareRender(this)).ToList();
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Game.Renderer.WorldVoxelRenderer.EndFrame();
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Game.Renderer.WorldModelRenderer.EndFrame();
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return renderables;
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}
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@@ -182,14 +182,14 @@ namespace OpenRA.Graphics
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if (World.OrderGenerator != null)
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aboveShroudOrderGenerator = World.OrderGenerator.RenderAboveShroud(this, World);
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Game.Renderer.WorldVoxelRenderer.BeginFrame();
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Game.Renderer.WorldModelRenderer.BeginFrame();
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var finalOverlayRenderables = aboveShroud
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.Concat(aboveShroudSelected)
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.Concat(aboveShroudEffects)
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.Concat(aboveShroudOrderGenerator)
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.Select(r => r.PrepareRender(this))
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.ToList();
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Game.Renderer.WorldVoxelRenderer.EndFrame();
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Game.Renderer.WorldModelRenderer.EndFrame();
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// HACK: Keep old grouping behaviour
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foreach (var g in finalOverlayRenderables.GroupBy(prs => prs.GetType()))
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