More VBOs stuff...
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8dbf01a344
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@ -10,6 +10,7 @@ import java.util.List;
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import java.util.Map;
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import net.PeytonPlayz585.shadow.Config;
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import net.PeytonPlayz585.shadow.opengl.OpenGLManager;
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import net.lax1dude.eaglercraft.v1_8.EaglercraftRandom;
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import net.lax1dude.eaglercraft.v1_8.HString;
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import net.lax1dude.eaglercraft.v1_8.Keyboard;
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@ -27,6 +28,7 @@ import net.lax1dude.eaglercraft.v1_8.minecraft.ChunkUpdateManager;
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import net.lax1dude.eaglercraft.v1_8.minecraft.EaglerTextureAtlasSprite;
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import net.lax1dude.eaglercraft.v1_8.opengl.EaglercraftGPU;
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import net.lax1dude.eaglercraft.v1_8.opengl.GlStateManager;
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import net.lax1dude.eaglercraft.v1_8.opengl.OpenGlHelper;
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import net.lax1dude.eaglercraft.v1_8.opengl.VertexFormat;
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import net.lax1dude.eaglercraft.v1_8.opengl.WorldRenderer;
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import net.lax1dude.eaglercraft.v1_8.opengl.ext.deferred.DeferredStateManager;
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@ -52,6 +54,7 @@ import net.minecraft.client.renderer.chunk.CompiledChunk;
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import net.minecraft.client.renderer.chunk.IRenderChunkFactory;
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import net.minecraft.client.renderer.chunk.ListChunkFactory;
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import net.minecraft.client.renderer.chunk.RenderChunk;
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import net.minecraft.client.renderer.chunk.VboChunkFactory;
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import net.minecraft.client.renderer.chunk.VisGraph;
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import net.minecraft.client.renderer.culling.ClippingHelper;
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import net.minecraft.client.renderer.culling.ClippingHelperImpl;
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@ -193,6 +196,7 @@ public class RenderGlobal implements IWorldAccess, IResourceManagerReloadListene
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this.vboEnabled = false;
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this.renderContainer = new RenderList();
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this.renderChunkFactory = new ListChunkFactory();
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this.generateStars();
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this.generateSky();
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this.generateSky2();
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@ -1139,6 +1143,17 @@ public class RenderGlobal implements IWorldAccess, IResourceManagerReloadListene
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private void renderBlockLayer(EnumWorldBlockLayer blockLayerIn) {
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this.mc.entityRenderer.enableLightmap();
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if (Minecraft.getMinecraft().gameSettings.useVbo) {
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//OpenGLManager.glEnableClientState(GL_VERTEX_ARRAY);
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GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
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//OpenGLManager.glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
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//OpenGLManager.glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
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//OpenGLManager.glEnableClientState(GL_COLOR_ARRAY);
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}
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this.renderContainer.renderChunkLayer(blockLayerIn);
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this.mc.entityRenderer.disableLightmap();
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}
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