- see if this fixes color picking
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ceedef5200
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21f674abd9
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@ -7402,10 +7402,12 @@ vector<Unit *> Renderer::renderUnitsFast(bool renderingShadows, bool colorPickin
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const World *world= game->getWorld();
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assert(world != NULL);
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//assertGl();
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VisibleQuadContainerCache &qCache = getQuadCache();
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if(qCache.visibleQuadUnitList.empty() == false) {
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if(colorPickingSelection == true) {
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unitsList.reserve(qCache.visibleQuadUnitList.size());
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}
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bool modelRenderStarted = false;
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for(int visibleUnitIndex = 0;
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visibleUnitIndex < qCache.visibleQuadUnitList.size(); ++visibleUnitIndex) {
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@ -7506,13 +7508,12 @@ vector<Object *> Renderer::renderObjectsFast(bool renderingShadows, bool resour
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return objectList;
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}
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//const World *world= game->getWorld();
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//const Map *map= world->getMap();
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assertGl();
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VisibleQuadContainerCache &qCache = getQuadCache();
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if(qCache.visibleObjectList.empty() == false) {
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if(colorPickingSelection == true) {
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objectList.reserve(qCache.visibleObjectList.size());
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}
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bool modelRenderStarted = false;
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for(int visibleIndex = 0;
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visibleIndex < qCache.visibleObjectList.size(); ++visibleIndex) {
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@ -7575,8 +7576,6 @@ vector<Object *> Renderer::renderObjectsFast(bool renderingShadows, bool resour
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if(colorPickingSelection == true) {
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o->setUniquePickingColor();
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objectList.push_back(o);
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//assertGl();
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}
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modelRenderer->render(objModel,resourceOnly?rmSelection:rmNormal);
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@ -7598,8 +7597,6 @@ vector<Object *> Renderer::renderObjectsFast(bool renderingShadows, bool resour
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}
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}
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assertGl();
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return objectList;
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}
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