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undo changes to Camera.cpp
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@ -22,11 +22,9 @@ float Camera::xa2 = 0.0f;
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float Camera::za2 = 0.0f;
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void Camera::prepare(std::shared_ptr<Player> player, bool mirror) {
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memcpy(modelview->_getDataPointer(),
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RenderManager.MatrixGet(GL_MODELVIEW_MATRIX), 16 * sizeof(float));
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memcpy(projection->_getDataPointer(),
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RenderManager.MatrixGet(GL_PROJECTION_MATRIX), 16 * sizeof(float));
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glGetFloat(GL_MODELVIEW_MATRIX, modelview);
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glGetFloat(GL_PROJECTION_MATRIX, projection);
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/* Original java code for reference
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glGetInteger(GL_VIEWPORT, viewport);
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@ -541,11 +541,13 @@ void Textures::bindTextureLayers(ResourceLocation* resource) {
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}
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void Textures::bind(int id) {
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// Classic GUI code still performs some raw glBindTexture calls, so this
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// path must always rebind rather than trusting lastBoundId to be in sync.
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// 4jcraft: Classic GUI code still performs some raw glBindTexture calls, so
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// this path must always rebind rather than trusting lastBoundId to be in sync.
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// if (id != lastBoundId)
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{
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if (id < 0) return;
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glBindTexture(GL_TEXTURE_2D, id);
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// lastBoundId = id;
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}
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}
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