draw air before "beforesimdraw" event is fired, so that graphics work in velocity / pressure display modes
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@ -11,7 +11,6 @@ constexpr auto VIDYRES = WINDOWH;
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void Renderer::RenderBegin()
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{
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draw_air();
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draw_grav();
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DrawWalls();
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render_parts();
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@ -2134,6 +2134,7 @@ void GameView::OnDraw()
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auto &sd = SimulationData::Ref();
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std::unique_lock lk(sd.elementGraphicsMx);
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ren->clearScreen();
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ren->draw_air();
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c->BeforeSimDraw();
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ren->RenderBegin();
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ren->SetSample(c->PointTranslate(currentMouse));
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