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Merge branch 'dev' into feat/restore-java-gui
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commit
e66f279a5b
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@ -342,9 +342,11 @@ void ItemRenderer::renderGuiItem(Font *font, Textures *textures, std::shared_ptr
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Tile *tile = Tile::tiles[itemId];
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glPushMatrix();
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// 4J - original code left here for reference
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#if 0
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// 4jcraft: re-enable said original code to fix hotbar block rendering
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#if 1
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glTranslatef((float)(x), (float)(y), 0.0f);
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glScalef(fScale, fScale, fScale);
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//glScalef(fScale, fScale, fScale);
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glScalef(fScaleX, fScaleY, 1.0f); // 4jcraft: tweaked to use the new variables
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glTranslatef(-2.0f,3.0f, -3.0f + blitOffset);
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glScalef(10.0f, 10.0f, 10.0f);
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glTranslatef(1.0f, 0.5f, 8.0f);
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@ -1763,7 +1763,8 @@ void GameRenderer::renderSnowAndRain(float a)
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t->color(br, br, br, ((1 - dd * dd) * 0.5f + 0.5f) * rainLevel);
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t->vertexUV(x - xa + 0.5, yy0, z - za + 0.5, 0 * s, yy0 * s / 4.0f + ra * s);
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t->vertexUV(x + xa + 0.5, yy0, z + za + 0.5, 1 * s, yy0 * s / 4.0f + ra * s);
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t->color(br, br, br, 0.0f); // 4J - added to soften the top visible edge of the rain
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// 4jcraft: this color call made rain invisible
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// t->color(br, br, br, 0.0f); // 4J - added to soften the top visible edge of the rain
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t->vertexUV(x + xa + 0.5, yy1, z + za + 0.5, 1 * s, yy1 * s / 4.0f + ra * s);
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t->vertexUV(x - xa + 0.5, yy1, z - za + 0.5, 0 * s, yy1 * s / 4.0f + ra * s);
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#endif
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