Fix debug renderer rendering on top of LODs
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+1
-7
@@ -190,19 +190,13 @@ public class DebugRenderer
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{
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this.transformThiFrame = transform;
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Vec3d camPos = MC_RENDER.getCameraExactPosition();
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camPosFloatThisFrame = new Vec3f((float) camPos.x, (float) camPos.y, (float) camPos.z);
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this.camPosFloatThisFrame = new Vec3f((float) camPos.x, (float) camPos.y, (float) camPos.z);
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GLState glState = new GLState();
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this.init();
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GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer());
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GL32.glViewport(0, 0, MC_RENDER.getTargetFrameBufferViewportWidth(), MC_RENDER.getTargetFrameBufferViewportHeight());
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GL32.glPolygonMode(GL32.GL_FRONT_AND_BACK, GL32.GL_LINE);
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//GL32.glLineWidth(2);
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GL32.glEnable(GL32.GL_DEPTH_TEST);
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GL32.glDisable(GL32.GL_STENCIL_TEST);
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GL32.glDisable(GL32.GL_BLEND);
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GL32.glDisable(GL32.GL_SCISSOR_TEST);
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this.basicShader.bind();
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this.va.bind();
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@@ -440,6 +440,12 @@ public class LodRenderer
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FogShader.INSTANCE.render(partialTicks);
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}
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if (Config.Client.Advanced.Debugging.DebugWireframe.enableRendering.get())
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{
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profiler.popPush("Debug wireframes");
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// Note: this can be very slow if a lot of boxes are being rendered
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DebugRenderer.INSTANCE.render(modelViewProjectionMatrix);
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}
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if (this.usingMcFrameBuffer)
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{
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@@ -482,13 +488,6 @@ public class LodRenderer
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this.shaderProgram.unbind();
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if (Config.Client.Advanced.Debugging.DebugWireframe.enableRendering.get())
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{
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profiler.popPush("Debug wireframes");
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// Note: this can be very slow if a lot of boxes are being rendered
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DebugRenderer.INSTANCE.render(modelViewProjectionMatrix);
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profiler.popPush("LOD cleanup");
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}
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minecraftGlState.restore();
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drawCleanup.end("LodDrawCleanup");
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