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Use state-save blending for liquid block drawing. This should finally solve all the drawing weirdness with alpha for any liquids drawn by tinkers. #1356
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@@ -891,10 +891,8 @@ public class BlockSkinRenderHelper
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boolean raf = renderer.renderAllFaces;
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renderer.renderAllFaces = true;
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//Tessellator.instance.setColorRGBA_F(alpha, red, green, blue);
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GL11.glEnable(GL11.GL_BLEND);
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GL11.glAlphaFunc(GL11.GL_GREATER, 0.1f);
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// alpha blending etc.
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GL11.glPushAttrib(GL11.GL_COLOR_BUFFER_BIT);
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boolean ret;
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if (Minecraft.isAmbientOcclusionEnabled())
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@@ -902,7 +900,7 @@ public class BlockSkinRenderHelper
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else
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ret = renderFakeBlockWithColorMultiplier(stillIcon, flowingIcon, x, y, z, red, green, blue, renderer, world);
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//GL11.glDisable(GL11.GL_BLEND);
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GL11.glPopAttrib();
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renderer.renderAllFaces = raf;
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return ret;
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