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fix: restore entity lighting, use tesselated clouds for night-time lighting
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@@ -560,7 +560,9 @@ void LevelRenderer::renderEntities(Vec3* cam, Culler* culler, float a) {
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TileEntityRenderDispatcher::zOff =
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(player->zOld + (player->z - player->zOld) * a);
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mc->gameRenderer->turnOnLightLayer(a); // 4J - brought forward from 1.8.2
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// 4jcraft: we use scaleLight for entity lighting
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mc->gameRenderer->turnOnLightLayer(
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a, true); // 4J - brought forward from 1.8.2
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std::vector<std::shared_ptr<Entity> > entities =
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level[playerIndex]->getAllEntities();
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@@ -1689,7 +1691,7 @@ void LevelRenderer::renderAdvancedClouds(float alpha) {
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// geometry to get rid of seams. This is a huge amount more
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// quads to render, so now using command buffers to render each
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// section to cut CPU hit.
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#if 1
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#if 0
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float xx = (float)(xPos * D);
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float zz = (float)(zPos * D);
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float xp = xx - xoffs;
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