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();
  }