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Reverse render order of glow block textures
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@@ -25,20 +25,21 @@ public class BlockGlowRenderer implements ISimpleBlockRenderingHandler {
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@Override
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public void renderInventoryBlock(Block block, int metadata, int modelId, RenderBlocks renderer) {
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GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
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Drawing.drawBlock(block, metadata, renderer);
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GeneralClient.setGLColorFromInt(ItemDye.field_150922_c[metadata]);
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GL11.glDisable(GL11.GL_LIGHTING);
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Drawing.drawBlock(block, ((BlockCarvableGlow)block).getGlowTexture(), renderer);
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GL11.glTranslatef(0.5F, 0.5F, 0.5F);
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glColor3f(1, 1, 1);
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Drawing.drawBlock(block, metadata, renderer);
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GL11.glTranslatef(0.5F, 0.5F, 0.5F);
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}
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@Override
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public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) {
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renderer.renderStandardBlock(block, x, y, z);
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Tessellator.instance.setColorOpaque_I(ItemDye.field_150922_c[world.getBlockMetadata(x, y, z)]);
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Tessellator.instance.setBrightness(0xF000F0);
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Drawing.renderAllFaces(renderer, block, x, y, z, ((BlockCarvableGlow) block).getGlowTexture());
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renderer.renderStandardBlock(block, x, y, z);
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return true;
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}
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@@ -35,9 +35,7 @@ public class VariationCompat {
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for (int i = 0; i < 16; i++) {
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blocks.add(Triple.of(block, i, "limestone"));
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}
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// TODO geostrata
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registerAll(blocks);
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}
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