GL11.glEnable(GL11.GL_BLEND);
Blending.DEFAULT.apply();
GL11.glColor4f(1F, 1F, 1F, 1F);
TextureHelper.refreshTextureBindState();
drawDefault(textureResShell);
<BUG>drawBaseBackground(zLevel - 50);
if(attunedConstellation != null) {</BUG>
drawOverlayTexture(attunedConstellation);
<BUG>}
if(mapToDisplay != null) {
drawPerkMap(mapToDisplay, new Point(mouseX, mouseY));</BUG>
}

GL11.glEnable(GL11.GL_BLEND);
Blending.DEFAULT.apply();
GL11.glColor4f(1F, 1F, 1F, 1F);
TextureHelper.refreshTextureBindState();
drawDefault(textureResShell);
drawBaseBackground(zLevel - 50);
if(mapToDisplay != null) {
drawPerkMap(mapToDisplay, new Point(mouseX, mouseY));
}
if(attunedConstellation != null) {
drawOverlayTexture(attunedConstellation);
}
