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these are necessary in 1.7 and don't hurt here (might even prevent issues for some contexts, I guess)
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@ -31,6 +31,7 @@ object HologramRenderer extends TileEntitySpecialRenderer with Callable[Int] wit
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if (!hologram.hasPower) return
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GL11.glPushAttrib(0xFFFFFFFF)
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RenderState.makeItBlend()
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GL11.glPushMatrix()
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GL11.glTranslated(x + 0.5, y + 0.5, z + 0.5)
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@ -47,6 +48,7 @@ object HologramRenderer extends TileEntitySpecialRenderer with Callable[Int] wit
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// pass we find the front-most fragment, in the second we actually draw it.
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// TODO proper transparency shader? depth peeling e.g.
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GL11.glColorMask(false, false, false, false)
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GL11.glDepthMask(true)
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val list = cache.get(hologram, this)
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compileOrDraw(list)
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GL11.glColorMask(true, true, true, true)
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