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Optimise liquid pass slightly.
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@ -240,8 +240,8 @@ namespace ClassicalSharp {
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// Render translucent(liquid) blocks. These 'blend' into other blocks.
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builder.BeginRender();
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Graphics.AlphaTest = true;
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Graphics.Texturing = true;
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Graphics.AlphaTest = false;
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Graphics.Texturing = false;
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Graphics.AlphaBlending = false;
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// First fill depth buffer
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@ -252,6 +252,7 @@ namespace ClassicalSharp {
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}
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// Then actually draw the transluscent blocks
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Graphics.AlphaBlending = true;
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Graphics.Texturing = true;
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Graphics.ColourMask( true, true, true, true );
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for( int batch = _1Dcount; batch < total1DCount; batch++ ) {
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Graphics.Bind2DTexture( Window.TerrainAtlas1DTexIds[batch - _1Dcount] );
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