GL11.glLoadIdentity();
if (renderSceneNumber == 0)
{
// Left eye
FloatBuffer leftProj = eyeRenderParams.gl_getLeftProjectionMatrix();
GL11.glLoadMatrix(leftProj);
//mc.checkGLError("Set left projection");
}
else
{
// Right eye
FloatBuffer rightProj = eyeRenderParams.gl_getRightProjectionMatrix();
GL11.glLoadMatrix(rightProj);
//mc.checkGLError("Set right projection");
}
float var3 = 0.07F;
if (this.mc.gameSettings.anaglyph)
{
GL11.glTranslatef((float)(-(renderSceneNumber * 2 - 1)) * var3, 0.0F, 0.0F);
}
if (this.cameraZoom != 1.0D)
{
GL11.glTranslatef((float)this.cameraYaw, (float)(-this.cameraPitch), 0.0F);
GL11.glScaled(this.cameraZoom, this.cameraZoom, 1.0D);
}
if (this.mc.playerController.enableEverythingIsScrewedUpMode())
{
float var4 = 0.6666667F;
GL11.glScalef(1.0F, var4, 1.0F);
}
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPushMatrix();
GL11.glLoadIdentity();
// IPD transformation
if (renderSceneNumber == 0)
{
// Left eye
FloatBuffer leftEyeTransform = eyeRenderParams.gl_getLeftViewportTransform();
GL11.glMultMatrix(leftEyeTransform);
}
else
{
// Right eye
FloatBuffer rightEyeTransform = eyeRenderParams.gl_getRightViewportTransform();
GL11.glMultMatrix(rightEyeTransform);
}
if (this.mc.gameSettings.anaglyph)
{