Disable depth mask for magical light rendering
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@@ -38,6 +38,7 @@ public class RenderMagicLight extends TileEntitySpecialRenderer<TileEntityMagicL
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GlStateManager.enableBlend();
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GlStateManager.shadeModel(GL11.GL_SMOOTH);
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GlStateManager.disableLighting();
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GlStateManager.depthMask(false);
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
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RenderHelper.disableStandardItemLighting();
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@@ -126,6 +127,7 @@ public class RenderMagicLight extends TileEntitySpecialRenderer<TileEntityMagicL
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GlStateManager.enableCull();
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GlStateManager.disableBlend();
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GlStateManager.enableLighting();
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GlStateManager.depthMask(true);
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RenderHelper.enableStandardItemLighting();
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GlStateManager.popMatrix();
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