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Change FluidDisplay to use the RenderSystem calls instead of GLStateManager where possible
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1 changed files with 4 additions and 3 deletions
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@ -11,6 +11,7 @@
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package de.ellpeck.actuallyadditions.mod.inventory.gui;
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import com.mojang.blaze3d.platform.GlStateManager;
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import com.mojang.blaze3d.systems.RenderSystem;
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import de.ellpeck.actuallyadditions.mod.util.AssetUtil;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.gui.GuiGraphics;
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@ -98,13 +99,13 @@ public class FluidDisplay {
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if (stack != null && fluid != null && this.resLoc != null) {
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// GlStateManager._pushMatrix();
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GlStateManager._enableBlend();
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RenderSystem.enableBlend();
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// GlStateManager._disableAlphaTest();
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GlStateManager._blendFuncSeparate(770, 771, 1, 0);
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RenderSystem.blendFuncSeparate(770, 771, 1, 0);
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int i = this.fluidReference.getFluid().getAmount() * 83 / this.fluidReference.getCapacity();
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guiGraphics.blit(this.resLoc, barX + 1, barY + 84 - i, 0, 0, 16, i, 16, 512);
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//drawModalRectWithCustomSizedTexture(barX + 1, barY + 84 - i, 36, 172, 16, i, 16, 512);
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GlStateManager._disableBlend();
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RenderSystem.disableBlend();
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// GlStateManager._enableAlphaTest();
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// GlStateManager._popMatrix();
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}
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