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batch 2.3 enabling back optimizations
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b7ac84ca79
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@ -35,6 +35,8 @@ static void restoreFixedFunctionStateAfterIggy() {
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RenderManager.MatrixMode(GL_MODELVIEW);
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RenderManager.MatrixMode(GL_MODELVIEW);
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RenderManager.Set_matrixDirty();
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RenderManager.Set_matrixDirty();
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Minecraft::GetInstance()->textures->clearLastBoundId();
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// 4jcraft: clears the last bound id, dumb fix but fine
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}
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}
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void ConsoleUIController::init(S32 w, S32 h) {
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void ConsoleUIController::init(S32 w, S32 h) {
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@ -1778,7 +1778,7 @@ void GameRenderer::renderSnowAndRain(float a) {
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yy1 * s / 4.0f + ra * s);
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yy1 * s / 4.0f + ra * s);
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#endif
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#endif
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t->offset(0, 0, 0);
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t->offset(0, 0, 0);
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t->end();
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} else {
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} else {
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if (mode != 1) {
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if (mode != 1) {
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if (mode >= 0) t->end();
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if (mode >= 0) t->end();
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@ -541,11 +541,11 @@ void Textures::bindTextureLayers(ResourceLocation* resource) {
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}
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}
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void Textures::bind(int id) {
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void Textures::bind(int id) {
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// if (id != lastBoundId)
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if (id != lastBoundId)
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{
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{
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if (id < 0) return;
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if (id < 0) return;
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glBindTexture(GL_TEXTURE_2D, id);
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glBindTexture(GL_TEXTURE_2D, id);
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// lastBoundId = id;
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lastBoundId = id;
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}
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}
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}
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}
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