Rendering cleanup
Replaces the reflexive instantiation of the Renderes with a factory method. Some optimizations to the renderers to no longer push the whole OpenGL state to the stack. General cleanup of duplicate code, etc
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@@ -70,6 +70,7 @@ public class RendererSecurity extends BaseBlockRender<BlockSecurity, TileSecurit
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final boolean result = renderer.renderStandardBlock( imb, x, y, z );
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int b = world.getLightBrightnessForSkyBlocks( x + up.offsetX, y + up.offsetY, z + up.offsetZ, 0 );
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if( sp.isActive() )
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{
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b = 15 << 20 | 15 << 4;
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@@ -82,6 +83,7 @@ public class RendererSecurity extends BaseBlockRender<BlockSecurity, TileSecurit
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Tessellator.instance.setColorOpaque_I( sp.getColor().whiteVariant );
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IIcon ico = sp.isActive() ? ExtraBlockTextures.BlockMESecurityOn_Light.getIcon() : ExtraBlockTextures.MEChest.getIcon();
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this.renderFace( x, y, z, imb, ico, renderer, up );
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if( sp.isActive() )
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{
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Tessellator.instance.setColorOpaque_I( sp.getColor().mediumVariant );
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