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Moved OpenGL lines to within the loop that renders each component, fixing some weird alpha errors.
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@@ -10,17 +10,9 @@ public class ClientEventHandler {
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@SubscribeEvent
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public void onOverlayRender(RenderGameOverlayEvent.Post event){
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if(event.type == RenderGameOverlayEvent.ElementType.ALL) {
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GL11.glEnable(GL11.GL_BLEND);
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OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
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GL11.glDisable(GL11.GL_ALPHA_TEST);
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for (OverlayCustom overlayCustom : Client.customOverlays.values()) {
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overlayCustom.renderGameOverlay(event.partialTicks);
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}
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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GL11.glDisable(GL11.GL_LIGHTING);
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GL11.glEnable(GL11.GL_ALPHA_TEST);
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}
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}
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}
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