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Int visStartX=REAL_TO_INT_FLOOR((Real)(hm->getDrawOrgX()-hm->getBorderSize())*MAP_XY_FACTOR/m_cellWidth); //start of rendered heightmap rectangle
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Int visStartX=REAL_TO_INT_FLOOR((Real)(hm->getDrawOrgX()-hm->getBorderSizeInline())*MAP_XY_FACTOR/m_cellWidth); //start of rendered heightmap rectangle
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if (visStartX < 0)
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visStartX = 0; //no shroud is applied in border area so it always starts at > 0
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Int visStartY=REAL_TO_INT_FLOOR((Real)(hm->getDrawOrgY()-hm->getBorderSize())*MAP_XY_FACTOR/m_cellHeight);
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Int visStartY=REAL_TO_INT_FLOOR((Real)(hm->getDrawOrgY()-hm->getBorderSizeInline())*MAP_XY_FACTOR/m_cellHeight);
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if (visStartY < 0)
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visStartY = 0; //no shroud is applied in border area so it always starts at > 0
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// Do it all [3/11/2003]
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visStartX = 0;
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visStartY = 0;
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Int visEndX=visStartX+REAL_TO_INT_FLOOR((Real)(hm->getDrawWidth()-1)*MAP_XY_FACTOR/m_cellWidth)+1; //size of rendered heightmap rectangle
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Int visEndY=visStartY+REAL_TO_INT_FLOOR((Real)(hm->getDrawHeight()-1)*MAP_XY_FACTOR/m_cellHeight)+1;
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// Do it all [3/11/2003]
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visEndX = m_numCellsX;
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visEndY = m_numCellsY;
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if (visEndX > m_numCellsX)
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{
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visStartX -= visEndX - m_numCellsX; //shift visible rectangle to fall within terrain bounds
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