Add black cube around Spatial, add super dark grey fog / skycolor to prevent night vision from making you blind.
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@@ -41,10 +41,58 @@ public class SpatialSkyRender extends IRenderHandler
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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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if ( fade > 0.0f )
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{
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GL11.glPushAttrib( GL11.GL_ALL_ATTRIB_BITS );
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GL11.glPushAttrib( GL11.GL_ALL_ATTRIB_BITS );
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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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Tessellator tessellator = Tessellator.instance;
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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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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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}
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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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}
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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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}
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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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}
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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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}
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tessellator.startDrawingQuads();
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tessellator.setColorOpaque_I(0);
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tessellator.addVertexWithUV(-100.0D, -100.0D, -100.0D, 0.0D, 0.0D);
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tessellator.addVertexWithUV(-100.0D, -100.0D, 100.0D, 0.0D, 16.0D);
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tessellator.addVertexWithUV(100.0D, -100.0D, 100.0D, 16.0D, 16.0D);
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tessellator.addVertexWithUV(100.0D, -100.0D, -100.0D, 16.0D, 0.0D);
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tessellator.draw();
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GL11.glPopMatrix();
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}
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GL11.glDepthMask(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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@@ -52,7 +100,6 @@ public class SpatialSkyRender extends IRenderHandler
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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.glEnable( GL11.GL_BLEND );
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GL11.glDisable( GL11.GL_TEXTURE_2D );
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OpenGlHelper.glBlendFunc( 770, 771, 1, 0 );
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RenderHelper.disableStandardItemLighting();
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@@ -60,9 +107,11 @@ public class SpatialSkyRender extends IRenderHandler
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GL11.glColor4f( fade, fade, fade, 1.0f );
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GL11.glCallList( dspList );
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GL11.glPopAttrib();
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}
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GL11.glPopAttrib();
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GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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private void renderTwinkles()
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