Fix items rendering on the GUI with invalid state due to glint rendering changing it. Thanks iChun.
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ecf8d29724
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d795f1b898
1 changed files with 22 additions and 7 deletions
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@ -160,11 +160,18 @@
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int i1 = par3ItemStack.getItem().getColorFromItemStack(par3ItemStack, l);
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f = (float)(i1 >> 16 & 255) / 255.0F;
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float f1 = (float)(i1 >> 8 & 255) / 255.0F;
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@@ -442,6 +479,11 @@
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@@ -441,7 +478,18 @@
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GL11.glColor4f(f, f1, f2, 1.0F);
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}
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+ GL11.glDisable(GL11.GL_LIGHTING); //Forge: Make sure that render states are reset, ad renderEffect can derp them up.
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+ GL11.glEnable(GL11.GL_ALPHA_TEST);
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+
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this.renderIcon(par4, par5, iicon, 16, 16);
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+
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+ GL11.glDisable(GL11.GL_ALPHA_TEST);
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+ GL11.glEnable(GL11.GL_LIGHTING);
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+
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+ if (renderEffect && par3ItemStack.hasEffect(l))
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+ {
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+ renderEffect(par2TextureManager, par4, par5);
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@ -172,19 +179,27 @@
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}
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GL11.glDisable(GL11.GL_ALPHA_TEST);
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@@ -469,6 +511,11 @@
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@@ -468,8 +516,19 @@
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GL11.glColor4f(f4, f3, f, 1.0F);
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}
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+ GL11.glDisable(GL11.GL_LIGHTING); //Forge: Make sure that render states are reset, ad renderEffect can derp them up.
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+ GL11.glEnable(GL11.GL_ALPHA_TEST);
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+
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this.renderIcon(par4, par5, (IIcon)object, 16, 16);
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+
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+ GL11.glDisable(GL11.GL_ALPHA_TEST);
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GL11.glEnable(GL11.GL_LIGHTING);
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+
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+ if (renderEffect && par3ItemStack.hasEffect(0))
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+ {
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+ renderEffect(par2TextureManager, par4, par5);
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+ }
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GL11.glEnable(GL11.GL_LIGHTING);
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+ GL11.glEnable(GL11.GL_LIGHTING);
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}
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@@ -484,7 +531,10 @@
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GL11.glEnable(GL11.GL_CULL_FACE);
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@@ -484,7 +543,10 @@
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try
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{
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@ -196,7 +211,7 @@
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}
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catch (Throwable throwable)
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{
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@@ -525,6 +575,7 @@
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@@ -525,6 +587,7 @@
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throw new ReportedException(crashreport);
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}
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@ -204,7 +219,7 @@
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if (par3ItemStack.hasEffect())
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{
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GL11.glDepthFunc(GL11.GL_EQUAL);
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@@ -540,11 +591,28 @@
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@@ -540,11 +603,28 @@
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glDepthFunc(GL11.GL_LEQUAL);
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}
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@ -233,7 +248,7 @@
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private void renderGlint(int par1, int par2, int par3, int par4, int par5)
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{
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for (int j1 = 0; j1 < 2; ++j1)
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@@ -649,4 +717,42 @@
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@@ -649,4 +729,42 @@
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{
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this.doRender((EntityItem)par1Entity, par2, par4, par6, par8, par9);
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}
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