ShapeRenderer var8 = ShapeRenderer.instance;
var2 = var7.load("/terrain.png");
GL11.glBindTexture(3553, var2);
for(var2 = 0; var2 < SessionData.allowedBlocks.size(); ++var2) {
Block var4 = (Block)SessionData.allowedBlocks.get(var2);
GL11.glPushMatrix();
int var5 = this.width / 2 + var2 % 9 * 24 + -108;
int var6 = this.height / 2 + var2 / 9 * 24 + -60;
GL11.glTranslatef((float)var5, (float)var6, 0.0F);
GL11.glScalef(10.0F, 10.0F, 10.0F);
GL11.glTranslatef(1.0F, 0.5F, 8.0F);
GL11.glRotatef(-30.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
if(var1 == var2) {
GL11.glScalef(1.6F, 1.6F, 1.6F);
}
GL11.glTranslatef(-1.5F, 0.5F, 0.5F);
GL11.glScalef(-1.0F, -1.0F, -1.0F);
var8.begin();
var4.renderFullbright(var8);
var8.end();
GL11.glPopMatrix();
}
}