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maybe fix held item rendering
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d391ed570e
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@ -84,6 +84,7 @@ public class FastKineticRenderer {
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GL13.glActiveTexture(GL40.GL_TEXTURE0);
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GL13.glActiveTexture(GL40.GL_TEXTURE0);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, blockAtlasTexture.getGlTextureId());
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, blockAtlasTexture.getGlTextureId());
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blockAtlasTexture.setBlurMipmap(false, true);
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GL13.glActiveTexture(GL40.GL_TEXTURE0 + 1);
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GL13.glActiveTexture(GL40.GL_TEXTURE0 + 1);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, lightTexture.getGlTextureId());
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, lightTexture.getGlTextureId());
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@ -129,10 +130,10 @@ public class FastKineticRenderer {
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ShaderHelper.releaseShader();
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ShaderHelper.releaseShader();
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GL40.glActiveTexture(GL40.GL_TEXTURE0 + 1);
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GL13.glActiveTexture(GL40.GL_TEXTURE0 + 1);
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GL40.glBindTexture(GL11.GL_TEXTURE_2D, 0);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
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GL40.glActiveTexture(GL40.GL_TEXTURE0);
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GL13.glActiveTexture(GL40.GL_TEXTURE0);
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GL40.glBindTexture(GL11.GL_TEXTURE_2D, 0);
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blockAtlasTexture.restoreLastBlurMipmap();
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RenderSystem.disableCull();
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RenderSystem.disableCull();
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RenderSystem.disableBlend();
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RenderSystem.disableBlend();
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