Working in part placement
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@@ -20,6 +20,7 @@ package appeng.client.render;
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import java.util.Random;
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import net.minecraft.client.render.VertexFormats;
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import net.minecraft.client.util.math.MatrixStack;
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import com.mojang.blaze3d.systems.RenderSystem;
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@@ -30,7 +31,6 @@ import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.util.math.Quaternion;
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import net.minecraft.client.renderer.RenderHelper;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.client.world.ClientWorld;
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import net.minecraftforge.client.IRenderHandler;
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import net.minecraftforge.client.SkyRenderHandler;
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@@ -85,7 +85,7 @@ public class SpatialSkyRender implements SkyRenderHandler {
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matrixStack.multiply(rotation);
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RenderSystem.disableTexture();
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VertexBuffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION);
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VertexBuffer.begin(GL11.GL_QUADS, VertexFormats.POSITION);
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VertexBuffer.pos(-100.0D, -100.0D, -100.0D).endVertex();
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VertexBuffer.pos(-100.0D, -100.0D, 100.0D).endVertex();
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VertexBuffer.pos(100.0D, -100.0D, 100.0D).endVertex();
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@@ -123,7 +123,7 @@ public class SpatialSkyRender implements SkyRenderHandler {
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private void renderTwinkles() {
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final Tessellator tessellator = Tessellator.getInstance();
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final BufferBuilder vb = tessellator.getBuffer();
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vb.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION);
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vb.begin(GL11.GL_QUADS, VertexFormats.POSITION);
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for (int i = 0; i < 50; ++i) {
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double iX = this.random.nextFloat() * 2.0F - 1.0F;
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