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Storing and restoring OpenGL attribs in robot renderer.
May help with some things rendering incorrectly if rendered after the robot, otherwise. Possibly.
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@ -285,6 +285,7 @@ object RobotRenderer extends TileEntitySpecialRenderer {
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val worldTime = entity.getWorldObj.getTotalWorldTime + f
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GL11.glPushMatrix()
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GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS)
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GL11.glTranslated(x + 0.5, y + 0.5, z + 0.5)
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// If the move started while we were rendering and we have a reference to
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@ -506,6 +507,7 @@ object RobotRenderer extends TileEntitySpecialRenderer {
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}
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GL11.glPopMatrix()
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GL11.glPopAttrib()
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RenderState.checkError(getClass.getName + ".renderTileEntityAt: leaving")
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}
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