public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) {

    setRotationAngles(f, f1, f2, f3, f4, f5, entity);
    GL11.glPushMatrix();
    {
      GL11.glTranslatef(offsetX * f5, offsetY * f5, offsetZ * f5);

      GL11.glPushMatrix();
      {
        GL11.glTranslatef(
            WolfHead.rotationPointX * f5,
            WolfHead.rotationPointY * f5,
            WolfHead.rotationPointZ * f5);
        GL11.glRotatef((float) (headRotY * 180f / Math.PI), 0f, 1f, 0f);
        GL11.glRotatef((float) (headRotX * 180f / Math.PI), 1f, 0f, 0f);
        GL11.glRotatef((float) (headRotZ * 180f / Math.PI), 0f, 0f, 1f);

        GL11.glPushMatrix();
        {
          GL11.glTranslatef(
              -WolfHead.rotationPointX * f5,
              -WolfHead.rotationPointY * f5,
              -WolfHead.rotationPointZ * f5);

          WolfHead.render(f5);
          Ear1.render(f5);
          Ear2.render(f5);
          Nose.render(f5);
        }
        GL11.glPopMatrix();
      }
      GL11.glPopMatrix();
      Body.render(f5);
      Leg1.render(f5);
      Leg2.render(f5);
      Leg3.render(f5);
      Leg4.render(f5);
      GL11.glPushMatrix();
      {
        GL11.glTranslatef(
            Tail.rotationPointX * f5, Tail.rotationPointY * f5, Tail.rotationPointZ * f5);
        GL11.glRotatef((float) (tailRotY * 180f / Math.PI), 0f, 1f, 0f);
        GL11.glRotatef((float) (tailRotX * 180f / Math.PI), 1f, 0f, 0f);
        GL11.glRotatef((float) (tailRotZ * 180f / Math.PI), 0f, 0f, 1f);

        GL11.glPushMatrix();
        GL11.glTranslatef(
            -Tail.rotationPointX * f5, -Tail.rotationPointY * f5, -Tail.rotationPointZ * f5);

        Tail.render(f5);
        GL11.glPopMatrix();
      }
      GL11.glPopMatrix();
    }
    GL11.glPopMatrix();
  }