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Actually use custom vertex action
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@ -78,6 +78,9 @@ namespace osu.Game.Graphics.Sprites
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protected override void Blit(IRenderer renderer)
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protected override void Blit(IRenderer renderer)
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{
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{
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if (DrawRectangle.Width == 0 || DrawRectangle.Height == 0)
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return;
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animationDataBuffer ??= renderer.CreateUniformBuffer<AnimationData>();
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animationDataBuffer ??= renderer.CreateUniformBuffer<AnimationData>();
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animationVertexBatch ??= renderer.CreateQuadBatch<LogoAnimationVertex>(1, 2);
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animationVertexBatch ??= renderer.CreateQuadBatch<LogoAnimationVertex>(1, 2);
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@ -85,7 +88,13 @@ namespace osu.Game.Graphics.Sprites
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TextureShader.BindUniformBlock("m_AnimationData", animationDataBuffer);
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TextureShader.BindUniformBlock("m_AnimationData", animationDataBuffer);
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base.Blit(renderer);
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renderer.DrawQuad(
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Texture,
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ScreenSpaceDrawQuad,
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DrawColourInfo.Colour,
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inflationPercentage: new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
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textureCoords: TextureCoords,
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vertexAction: addVertexAction);
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}
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}
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protected override bool CanDrawOpaqueInterior => false;
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protected override bool CanDrawOpaqueInterior => false;
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