Removed commented out TESR stuff.
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@@ -55,7 +55,6 @@ public class CrankTESR extends TileEntityRenderer<TileCrank>
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@Override
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public void render(TileCrank te, float partialTicks, MatrixStack ms, IRenderTypeBuffer buffers, int combinedLightIn, int combinedOverlayIn) {
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// Apply GL transformations relative to the center of the block: 1) TE rotation and 2) crank rotation
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ms.push();
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ms.translate( 0.5, 0.5, 0.5 );
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@@ -70,51 +69,6 @@ public class CrankTESR extends TileEntityRenderer<TileCrank>
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dispatcher.getBlockModelRenderer().renderModelBrightnessColor(ms.getLast(), buffer, null, model, 1, 1, 1, combinedLightIn, combinedOverlayIn);
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ms.pop();
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// // Most of this is blatantly copied from FastTESR
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// Tessellator tessellator = Tessellator.getInstance();
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// this.bindTexture( AtlasTexture.LOCATION_BLOCKS_TEXTURE );
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// RenderHelper.disableStandardItemLighting();
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// RenderSystem.blendFunc( GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA );
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// RenderSystem.enableBlend();
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// RenderSystem.disableCull();
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//
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// if( Minecraft.isAmbientOcclusionEnabled() )
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// {
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// GlStateManager.shadeModel( GL11.GL_SMOOTH );
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// }
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// else
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// {
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// GlStateManager.shadeModel( GL11.GL_FLAT );
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// }
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//
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// BlockState blockState = te.getWorld().getBlockState( te.getPos() );
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//
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// BlockRendererDispatcher dispatcher = Minecraft.getInstance().getBlockRendererDispatcher();
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// IBakedModel model = dispatcher.getModelForState( blockState );
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//
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// BufferBuilder buffer = tessellator.getBuffer();
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// buffer.begin( GL11.GL_QUADS, DefaultVertexFormats.BLOCK );
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//
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// // The translation ensures the vertex buffer positions are relative to 0,0,0 instead of the block pos
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// // This makes the translations that follow much easier
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// buffer.setTranslation( -te.getPos().getX(), -te.getPos().getY(), -te.getPos().getZ() );
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// dispatcher.getBlockModelRenderer().renderModel( te.getWorld(), model, blockState, te.getPos(), buffer, false );
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// buffer.setTranslation( 0, 0, 0 );
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//
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// matrixStackIn.push();
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// matrixStackIn.translate( x, y, z );
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//
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// // Apply GL transformations relative to the center of the block: 1) TE rotation and 2) crank rotation
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// matrixStackIn.translate( 0.5, 0.5, 0.5 );
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// FacingToRotation.get( te.getForward(), te.getUp() ).push(matrixStack);
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// matrixStackIn.rotate( te.getVisibleRotation(), 0, 1, 0 );
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// matrixStackIn.translate( -0.5, -0.5, -0.5 );
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//
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// tessellator.draw();
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//
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// matrixStackIn.pop();
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//
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// RenderHelper.enableStandardItemLighting();
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}
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}
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