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Fixed Blackhole being able to be seen through blocks.
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GHXX committed Sep 2, 2018
1 parent 496b505 commit f3d81d4
Showing 1 changed file with 0 additions and 6 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -111,7 +111,6 @@ public void renderSphere(EntityExplosion entityExplosion, BlastRedmatter redmatt
GlStateManager.enableBlend();
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
GlStateManager.disableLighting();
GlStateManager.disableDepth();

//Translate
GlStateManager.translate((float) x, (float) y, (float) z);
Expand All @@ -137,7 +136,6 @@ public void renderSphere(EntityExplosion entityExplosion, BlastRedmatter redmatt
new Sphere().draw(radius + scaleDelta, 32, 32);

//Reset
GlStateManager.enableDepth();
GlStateManager.enableLighting();
GlStateManager.disableBlend();
GlStateManager.popMatrix();
Expand All @@ -151,7 +149,6 @@ public void renderDisk(EntityExplosion entityExplosion, BlastRedmatter redmatter

//Setup
GlStateManager.pushMatrix();
GlStateManager.disableDepth();
GlStateManager.enableBlend();
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
GlStateManager.disableLighting();
Expand Down Expand Up @@ -183,7 +180,6 @@ public void renderDisk(EntityExplosion entityExplosion, BlastRedmatter redmatter
//Reset
GlStateManager.enableLighting();
GlStateManager.disableBlend();
GlStateManager.enableDepth();
GlStateManager.popMatrix();
RenderHelper.enableStandardItemLighting();
}
Expand Down Expand Up @@ -230,7 +226,6 @@ public void renderBeams(EntityExplosion entityExplosion, BlastRedmatter redmatte
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
GlStateManager.disableAlpha();
GlStateManager.enableCull();
GlStateManager.disableDepth();

Random redmatterBeamRandom = new Random(432L);

Expand Down Expand Up @@ -299,7 +294,6 @@ public void renderBeams(EntityExplosion entityExplosion, BlastRedmatter redmatte
}

//Cleanup
GlStateManager.enableDepth();
GlStateManager.disableCull();
GlStateManager.disableBlend();
GlStateManager.shadeModel(GL11.GL_FLAT);
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