Removed usage of GL11 in favor of using GlStateManager.
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@@ -26,6 +26,7 @@ import org.lwjgl.opengl.GL11;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.multiplayer.WorldClient;
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import net.minecraft.client.renderer.GLAllocation;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.OpenGlHelper;
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import net.minecraft.client.renderer.RenderHelper;
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import net.minecraft.client.renderer.Tessellator;
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@@ -60,52 +61,52 @@ public class SpatialSkyRender extends IRenderHandler
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if( now - this.cycle > 2000 )
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{
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this.cycle = now;
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GL11.glNewList( this.dspList, GL11.GL_COMPILE );
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GlStateManager.glNewList( this.dspList, GL11.GL_COMPILE );
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this.renderTwinkles();
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GL11.glEndList();
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GlStateManager.glEndList();
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}
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float fade = now - this.cycle;
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fade /= 1000;
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fade = 0.15f * ( 1.0f - Math.abs( ( fade - 1.0f ) * ( fade - 1.0f ) ) );
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GL11.glPushAttrib( GL11.GL_ALL_ATTRIB_BITS );
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GlStateManager.pushAttrib();
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GL11.glDisable( GL11.GL_FOG );
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GL11.glDisable( GL11.GL_ALPHA_TEST );
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GL11.glDisable( GL11.GL_BLEND );
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GL11.glDepthMask( false );
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GL11.glColor4f( 0.0f, 0.0f, 0.0f, 1.0f );
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GlStateManager.disableFog();
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GlStateManager.disableAlpha();
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GlStateManager.disableBlend();
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GlStateManager.depthMask( false );
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GlStateManager.color( 0.0f, 0.0f, 0.0f, 1.0f );
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final Tessellator tessellator = Tessellator.getInstance();
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final VertexBuffer VertexBuffer = tessellator.getBuffer();
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for( int i = 0; i < 6; ++i )
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{
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GL11.glPushMatrix();
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GlStateManager.pushMatrix();
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if( i == 1 )
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{
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GL11.glRotatef( 90.0F, 1.0F, 0.0F, 0.0F );
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GlStateManager.rotate( 90.0F, 1.0F, 0.0F, 0.0F );
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}
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if( i == 2 )
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{
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GL11.glRotatef( -90.0F, 1.0F, 0.0F, 0.0F );
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GlStateManager.rotate( -90.0F, 1.0F, 0.0F, 0.0F );
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}
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if( i == 3 )
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{
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GL11.glRotatef( 180.0F, 1.0F, 0.0F, 0.0F );
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GlStateManager.rotate( 180.0F, 1.0F, 0.0F, 0.0F );
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}
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if( i == 4 )
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{
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GL11.glRotatef( 90.0F, 0.0F, 0.0F, 1.0F );
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GlStateManager.rotate( 90.0F, 0.0F, 0.0F, 1.0F );
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}
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if( i == 5 )
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{
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GL11.glRotatef( -90.0F, 0.0F, 0.0F, 1.0F );
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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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@@ -114,32 +115,29 @@ public class SpatialSkyRender extends IRenderHandler
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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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tessellator.draw();
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GL11.glPopMatrix();
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GlStateManager.popMatrix();
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}
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GL11.glDepthMask( true );
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GlStateManager.depthMask( true );
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if( fade > 0.0f )
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{
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GL11.glDisable( GL11.GL_FOG );
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GL11.glDisable( GL11.GL_ALPHA_TEST );
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GL11.glEnable( GL11.GL_BLEND );
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GL11.glDepthMask( false );
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GL11.glEnable( GL11.GL_FOG );
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GL11.glDisable( GL11.GL_FOG );
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GL11.glDisable( GL11.GL_ALPHA_TEST );
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GL11.glDisable( GL11.GL_TEXTURE_2D );
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GlStateManager.disableFog();
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GlStateManager.disableAlpha();
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GlStateManager.enableBlend();
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GlStateManager.disableTexture2D();
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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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GL11.glDepthMask( false );
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GlStateManager.depthMask( false );
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GL11.glColor4f( fade, fade, fade, 1.0f );
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GL11.glCallList( this.dspList );
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GlStateManager.color( fade, fade, fade, 1.0f );
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GlStateManager.callList( this.dspList );
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}
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GL11.glPopAttrib();
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GlStateManager.popAttrib();
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GL11.glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
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GlStateManager.color( 1.0f, 1.0f, 1.0f, 1.0f );
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}
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private void renderTwinkles()
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