FIX: android entity shadows
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@@ -257,7 +257,7 @@ void EntityRenderer::renderShadow(Entity* e, float x, float y, float z, float po
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//Textures* textures = entityRenderDispatcher->textures;
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//Textures* textures = entityRenderDispatcher->textures;
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//textures->bind(textures->loadTexture("%clamp%/environment/shadow.png"));
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//textures->bind(textures->loadTexture("%clamp%/environment/shadow.png"));
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Textures* textures = entityRenderDispatcher->textures;
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Textures* textures = entityRenderDispatcher->textures;
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textures->loadAndBindTexture("/misc/shadow.png");
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textures->loadAndBindTexture("misc/shadow.png");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@@ -298,6 +298,7 @@ void EntityRenderer::renderShadow(Entity* e, float x, float y, float z, float po
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tt.draw();
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tt.draw();
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glColor4f2(1, 1, 1, 1);
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glColor4f2(1, 1, 1, 1);
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// tt.color(1.f, 1.f, 1.f, 1.f);
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glDisable2(GL_BLEND);
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glDisable2(GL_BLEND);
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glDepthMask(true);
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glDepthMask(true);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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@@ -315,7 +316,7 @@ void EntityRenderer::renderTileShadow(Tile* tt, float x, float y, float z, int x
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float a = ((pow - (y - (yt + yo)) / 2) * 0.5f) * getLevel()->getBrightness(xt, yt, zt);
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float a = ((pow - (y - (yt + yo)) / 2) * 0.5f) * getLevel()->getBrightness(xt, yt, zt);
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if (a < 0) return;
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if (a < 0) return;
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if (a > 1) a = 1;
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if (a > 1) a = 1;
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// t.color(1, 1, 1, (float) a);
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// t.color(1.f, 1.f, 1.f, (float) a);
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glColor4f2(1, 1, 1, (float) a);
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glColor4f2(1, 1, 1, (float) a);
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float x0 = xt + tt->xx0 + xo;
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float x0 = xt + tt->xx0 + xo;
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