ScreenEffectManager's render callbacks should wrap effect render calls with SpriteBatch begin/end itself
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@ -135,11 +135,13 @@ namespace Blarg.GameFramework.Graphics.ScreenEffects
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if (_numLocalEffects == 0)
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if (_numLocalEffects == 0)
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return;
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return;
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_spriteBatch.Begin();
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for (var node = _effects.First; node != null; node = node.Next)
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for (var node = _effects.First; node != null; node = node.Next)
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{
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{
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if (node.Value.IsLocal)
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if (node.Value.IsLocal)
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node.Value.Effect.OnRender(delta, _spriteBatch);
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node.Value.Effect.OnRender(delta, _spriteBatch);
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}
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}
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_spriteBatch.End();
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}
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}
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public void OnRenderGlobal(float delta)
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public void OnRenderGlobal(float delta)
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@ -147,11 +149,13 @@ namespace Blarg.GameFramework.Graphics.ScreenEffects
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if (_numGlobalEffects == 0)
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if (_numGlobalEffects == 0)
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return;
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return;
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_spriteBatch.Begin();
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for (var node = _effects.First; node != null; node = node.Next)
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for (var node = _effects.First; node != null; node = node.Next)
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{
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{
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if (!node.Value.IsLocal)
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if (!node.Value.IsLocal)
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node.Value.Effect.OnRender(delta, _spriteBatch);
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node.Value.Effect.OnRender(delta, _spriteBatch);
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}
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}
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_spriteBatch.End();
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}
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}
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public void OnResize()
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public void OnResize()
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