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Use the right blend function for the pool render so it doesn't spazz out.
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@@ -52,6 +52,7 @@ public class RenderTilePool extends TileEntitySpecialRenderer {
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GL11.glPushMatrix();
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL11.glEnable(GL12.GL_RESCALE_NORMAL);
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float a = MultiblockRenderHandler.rendering ? 0.6F : 1F;
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GL11.glColor4f(1F, 1F, 1F, a);
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