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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@@ -31,7 +31,6 @@ import net.minecraft.world.World;
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public class LightningFX extends EntityFX
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{
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private static final Random RANDOM_GENERATOR = new Random();
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private static final int STEPS = 5;
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@@ -62,6 +61,7 @@ public class LightningFX extends EntityFX
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double lastDirectionX = ( RANDOM_GENERATOR.nextDouble() - 0.5 ) * 0.9;
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double lastDirectionY = ( RANDOM_GENERATOR.nextDouble() - 0.5 ) * 0.9;
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double lastDirectionZ = ( RANDOM_GENERATOR.nextDouble() - 0.5 ) * 0.9;
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for( int s = 0; s < LightningFX.STEPS; s++ )
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{
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this.precomputedSteps[s][0] = lastDirectionX = ( lastDirectionX + ( RANDOM_GENERATOR.nextDouble() - 0.5 ) * 0.9 ) / 2.0;
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@@ -86,7 +86,9 @@ public class LightningFX extends EntityFX
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public void renderParticle( final Tessellator tess, final float l, final float rX, final float rY, final float rZ, final float rYZ, final float rXY )
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{
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final float j = 1.0f;
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tess.setColorRGBA_F( this.particleRed * j * 0.9f, this.particleGreen * j * 0.95f, this.particleBlue * j, this.particleAlpha );
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if( this.particleAge == 3 )
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{
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this.regen();
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@@ -190,10 +192,6 @@ public class LightningFX extends EntityFX
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}
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}
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}
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/*
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* GL11.glPushAttrib( GL11.GL_ALL_ATTRIB_BITS ); GL11.glDisable( GL11.GL_CULL_FACE ); tess.draw();
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* GL11.glPopAttrib(); tess.startDrawingQuads();
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*/
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}
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private void clear()
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@@ -210,7 +208,9 @@ public class LightningFX extends EntityFX
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tess.addVertexWithUV( this.verticesWithUV[0], this.verticesWithUV[1], this.verticesWithUV[2], f6, f8 );
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tess.addVertexWithUV( b[0], b[1], b[2], f6, f8 );
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}
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this.hasData = true;
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for( int x = 0; x < 3; x++ )
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{
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this.vertices[x] = a[x];
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