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(); }