public static boolean renderEntityItem(
      EntityItem entity,
      ItemStack item,
      float bobing,
      float rotation,
      Random random,
      TextureManager engine,
      RenderBlocks renderBlocks) {
    IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(item, ENTITY);
    if (customRenderer == null) {
      return false;
    }

    if (customRenderer.shouldUseRenderHelper(ENTITY, item, ENTITY_ROTATION)) {
      GL11.glRotatef(rotation, 0.0F, 1.0F, 0.0F);
    }
    if (!customRenderer.shouldUseRenderHelper(ENTITY, item, ENTITY_BOBBING)) {
      GL11.glTranslatef(0.0F, -bobing, 0.0F);
    }
    boolean is3D = customRenderer.shouldUseRenderHelper(ENTITY, item, BLOCK_3D);

    engine.func_110577_a(
        item.getItemSpriteNumber() == 0 ? TextureMap.field_110575_b : TextureMap.field_110576_c);
    Block block = (item.itemID < Block.blocksList.length ? Block.blocksList[item.itemID] : null);
    if (is3D || (block != null && RenderBlocks.renderItemIn3d(block.getRenderType()))) {
      int renderType = (block != null ? block.getRenderType() : 1);
      float scale =
          (renderType == 1 || renderType == 19 || renderType == 12 || renderType == 2
              ? 0.5F
              : 0.25F);

      if (RenderItem.renderInFrame) {
        GL11.glScalef(1.25F, 1.25F, 1.25F);
        GL11.glTranslatef(0.0F, 0.05F, 0.0F);
        GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F);
      }

      GL11.glScalef(scale, scale, scale);

      int size = item.stackSize;
      int count = (size > 40 ? 5 : (size > 20 ? 4 : (size > 5 ? 3 : (size > 1 ? 2 : 1))));

      for (int j = 0; j < count; j++) {
        GL11.glPushMatrix();
        if (j > 0) {
          GL11.glTranslatef(
              ((random.nextFloat() * 2.0F - 1.0F) * 0.2F) / scale,
              ((random.nextFloat() * 2.0F - 1.0F) * 0.2F) / scale,
              ((random.nextFloat() * 2.0F - 1.0F) * 0.2F) / scale);
        }
        customRenderer.renderItem(ENTITY, item, renderBlocks, entity);
        GL11.glPopMatrix();
      }
    } else {
      GL11.glScalef(0.5F, 0.5F, 0.5F);
      customRenderer.renderItem(ENTITY, item, renderBlocks, entity);
    }
    return true;
  }
  public static boolean renderInventoryItem(
      RenderBlocks renderBlocks,
      TextureManager engine,
      ItemStack item,
      boolean inColor,
      float zLevel,
      float x,
      float y) {
    IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(item, INVENTORY);
    if (customRenderer == null) {
      return false;
    }

    engine.func_110577_a(
        item.getItemSpriteNumber() == 0 ? TextureMap.field_110575_b : TextureMap.field_110576_c);
    if (customRenderer.shouldUseRenderHelper(INVENTORY, item, INVENTORY_BLOCK)) {
      GL11.glPushMatrix();
      GL11.glTranslatef(x - 2, y + 3, -3.0F + zLevel);
      GL11.glScalef(10F, 10F, 10F);
      GL11.glTranslatef(1.0F, 0.5F, 1.0F);
      GL11.glScalef(1.0F, 1.0F, -1F);
      GL11.glRotatef(210F, 1.0F, 0.0F, 0.0F);
      GL11.glRotatef(45F, 0.0F, 1.0F, 0.0F);

      if (inColor) {
        int color = Item.itemsList[item.itemID].getColorFromItemStack(item, 0);
        float r = (float) (color >> 16 & 0xff) / 255F;
        float g = (float) (color >> 8 & 0xff) / 255F;
        float b = (float) (color & 0xff) / 255F;
        GL11.glColor4f(r, g, b, 1.0F);
      }

      GL11.glRotatef(-90F, 0.0F, 1.0F, 0.0F);
      renderBlocks.useInventoryTint = inColor;
      customRenderer.renderItem(INVENTORY, item, renderBlocks);
      renderBlocks.useInventoryTint = true;
      GL11.glPopMatrix();
    } else {
      GL11.glDisable(GL11.GL_LIGHTING);
      GL11.glPushMatrix();
      GL11.glTranslatef(x, y, -3.0F + zLevel);

      if (inColor) {
        int color = Item.itemsList[item.itemID].getColorFromItemStack(item, 0);
        float r = (float) (color >> 16 & 255) / 255.0F;
        float g = (float) (color >> 8 & 255) / 255.0F;
        float b = (float) (color & 255) / 255.0F;
        GL11.glColor4f(r, g, b, 1.0F);
      }

      customRenderer.renderItem(INVENTORY, item, renderBlocks);
      GL11.glPopMatrix();
      GL11.glEnable(GL11.GL_LIGHTING);
    }

    return true;
  }