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Nov 28th, 2016
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  1. for (Map.Entry<BlockPos, SpaceBlockState> set : blocks.entrySet())
  2. {
  3. lx = (px-x)-set.getKey().getX();
  4. ly = (py-y)-set.getKey().getY();
  5. lz = (pz-z)-set.getKey().getZ();
  6. renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
  7. GlStateManager.pushMatrix();
  8. GlStateManager.disableLighting();
  9. Tessellator tess = Tessellator.getInstance();
  10. VertexBuffer vb = tess.getBuffer();
  11.  
  12. vb.begin(7, DefaultVertexFormats.BLOCK);
  13.  
  14. GlStateManager.translate(-lx, -ly, -lz);
  15. IBakedModel model = blockDispatcher.getModelForState(set.getValue().getState());
  16.  
  17. blockDispatcher.getBlockModelRenderer().renderModelSmooth(this, model, set.getValue().getState(), set.getKey(), vb, true, 0);
  18.  
  19. tess.draw();
  20.  
  21. GlStateManager.enableLighting();
  22. GlStateManager.popMatrix();
  23. }
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