inverting the Engine <-> GL project dependency.
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@@ -20,14 +20,14 @@
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using System.Drawing;
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using OpenRa.FileFormats;
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using OpenRa.GlRenderer;
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using OpenRa.FileFormats.Graphics;
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namespace OpenRa.Graphics
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{
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class TerrainRenderer
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{
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VertexBuffer<Vertex> vertexBuffer;
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IndexBuffer indexBuffer;
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IVertexBuffer<Vertex> vertexBuffer;
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IIndexBuffer indexBuffer;
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Sheet terrainSheet;
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Renderer renderer;
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@@ -62,10 +62,10 @@ namespace OpenRa.Graphics
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terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
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vertexBuffer = new VertexBuffer<Vertex>( renderer.Device, vertices.Length, Vertex.Format );
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vertexBuffer = renderer.Device.CreateVertexBuffer<Vertex>( vertices.Length );
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vertexBuffer.SetData( vertices );
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indexBuffer = new IndexBuffer( renderer.Device, indices.Length );
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indexBuffer = renderer.Device.CreateIndexBuffer( indices.Length );
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indexBuffer.SetData( indices );
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overlayRenderer = new OverlayRenderer( renderer, map );
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@@ -97,7 +97,6 @@ namespace OpenRa.Graphics
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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.SetValue( "DiffuseTexture", terrainSheet.Texture );
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renderer.SpriteShader.Render(() =>
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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