Fixed spatial sky rendering.
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@ -80,6 +80,8 @@ public class SpatialSkyRender extends IRenderHandler
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final Tessellator tessellator = Tessellator.getInstance();
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final VertexBuffer VertexBuffer = tessellator.getBuffer();
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// This renders a skybox around the player at a far, fixed distance from them.
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// The skybox is pitch black and untextured
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for( int i = 0; i < 6; ++i )
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{
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GlStateManager.pushMatrix();
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@ -109,12 +111,14 @@ public class SpatialSkyRender extends IRenderHandler
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GlStateManager.rotate( -90.0F, 0.0F, 0.0F, 1.0F );
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}
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VertexBuffer.begin( GL11.GL_QUADS, DefaultVertexFormats.ITEM );
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VertexBuffer.color( 0f, 0f, 0f, 1f ).pos( -100.0D, -100.0D, -100.0D ).tex( 0.0D, 0.0D ).endVertex();
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VertexBuffer.color( 0f, 0f, 0f, 1f ).pos( -100.0D, -100.0D, 100.0D ).tex( 0.0D, 16.0D ).endVertex();
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VertexBuffer.color( 0f, 0f, 0f, 1f ).pos( 100.0D, -100.0D, 100.0D ).tex( 16.0D, 16.0D ).endVertex();
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VertexBuffer.color( 0f, 0f, 0f, 1f ).pos( 100.0D, -100.0D, -100.0D ).tex( 16.0D, 0.0D ).endVertex();
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GlStateManager.disableTexture2D();
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VertexBuffer.begin( GL11.GL_QUADS, DefaultVertexFormats.POSITION );
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VertexBuffer.pos( -100.0D, -100.0D, -100.0D ).endVertex();
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VertexBuffer.pos( -100.0D, -100.0D, 100.0D ).endVertex();
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VertexBuffer.pos( 100.0D, -100.0D, 100.0D ).endVertex();
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VertexBuffer.pos( 100.0D, -100.0D, -100.0D ).endVertex();
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tessellator.draw();
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GlStateManager.enableTexture2D();
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GlStateManager.popMatrix();
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}
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@ -129,12 +133,14 @@ public class SpatialSkyRender extends IRenderHandler
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GlStateManager.depthMask( false );
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OpenGlHelper.glBlendFunc( 770, 771, 1, 0 );
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RenderHelper.disableStandardItemLighting();
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GlStateManager.depthMask( false );
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GlStateManager.color( fade, fade, fade, 1.0f );
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GlStateManager.callList( this.dspList );
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renderTwinkles();
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}
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GlStateManager.depthMask( true );
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GlStateManager.popAttrib();
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GlStateManager.color( 1.0f, 1.0f, 1.0f, 1.0f );
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@ -144,7 +150,7 @@ public class SpatialSkyRender extends IRenderHandler
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{
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final Tessellator tessellator = Tessellator.getInstance();
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final VertexBuffer VertexBuffer = tessellator.getBuffer();
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VertexBuffer.begin( GL11.GL_QUADS, DefaultVertexFormats.ITEM );
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VertexBuffer.begin( GL11.GL_QUADS, DefaultVertexFormats.POSITION );
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for( int i = 0; i < 50; ++i )
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{
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