diff --git a/CHANGELOG.md b/CHANGELOG.md
index 390a94c..2bec1e8 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -35,7 +35,7 @@ Improvements
- Avoid unnecessary panel updates by using an Epsilon comparison when scrolling children
- Allow setting a default text alignment for paragraphs in UiStyle
- Made custom values of Element.Style persist when a new ui style is set
-- Use a scissor rectangle for panels in favor of a render target
+- Use a scissor rectangle for panels instead of a render target
Fixes
- Fixed paragraph links having incorrect hover locations when using special text alignments
diff --git a/Docs/articles/ui.md b/Docs/articles/ui.md
index 296cffe..e39eded 100644
--- a/Docs/articles/ui.md
+++ b/Docs/articles/ui.md
@@ -21,10 +21,7 @@ protected override void Update(GameTime gameTime) {
this.UiSystem.Update(gameTime);
}
-protected override void Draw(GameTime gameTime) {
- // DrawEarly needs to be called before clearing your graphics context
- this.UiSystem.DrawEarly(gameTime, this.SpriteBatch);
-
+protected override void Draw(GameTime gameTime) {
this.GraphicsDevice.Clear(Color.CornflowerBlue);
// Do your regular game drawing here
diff --git a/MLEM.Ui/Elements/Panel.cs b/MLEM.Ui/Elements/Panel.cs
index 7ab165b..0554c54 100644
--- a/MLEM.Ui/Elements/Panel.cs
+++ b/MLEM.Ui/Elements/Panel.cs
@@ -176,8 +176,6 @@ namespace MLEM.Ui.Elements {
batch.Draw(this.Texture, this.DisplayArea, this.DrawColor.OrDefault(Color.White) * alpha, this.Scale);
// if we handle overflow, draw using a scissor rectangle
if (this.scrollOverflow) {
- this.UpdateAreaIfDirty();
-
batch.End();
batch.GraphicsDevice.ScissorRectangle = (Rectangle) this.GetInnerArea();
diff --git a/MLEM.Ui/UiSystem.cs b/MLEM.Ui/UiSystem.cs
index 77f9f46..5063e82 100644
--- a/MLEM.Ui/UiSystem.cs
+++ b/MLEM.Ui/UiSystem.cs
@@ -281,7 +281,6 @@ namespace MLEM.Ui {
///
/// Draws any s onto the screen.
- /// Note that, when using s with a scroll bar, needs to be called as well.
///
/// The game's time
/// The sprite batch to use for drawing