private void renderInnerFrame(TileEntityBiomePainter te, float par8) { GL11.glPushMatrix(); double d = 0.5; // double ang = te.getTicksExisted()+par8; if (te.isInWorld()) { te.angX += te.rvX; te.angY += te.rvY; te.angZ += te.rvZ; double v = 0.375; te.rvX = v * (1 + 0.5 * Math.sin(Math.toRadians(te.getTicksExisted() + par8))) * (1 + 0.5 * Math.cos(Math.toRadians(90 + te.getTicksExisted() + par8))); te.rvY = v * (1 + 0.25 * Math.sin(Math.toRadians(2 * (te.getTicksExisted() + par8)))) * (1 + 0.5 * Math.cos(Math.toRadians(te.getTicksExisted() + par8))); te.rvZ = v * (1 + 0.5 * Math.sin(Math.toRadians(90 + te.getTicksExisted() + par8))) * (1 + 0.25 * Math.cos(Math.toRadians(2 * (te.getTicksExisted() + par8)))); GL11.glTranslated(d, d, d); GL11.glRotated(te.angX, 1, 0, 0); GL11.glRotated(te.angY, 0, 1, 0); GL11.glRotated(te.angZ, 0, 0, 1); GL11.glTranslated(-d, -d, -d); } GL11.glTranslated(0, -0.25, 0); this.renderModel(te, innerFrame, this.getTextureFolder() + "biomepainterinner.png"); GL11.glPopMatrix(); }