RenderFakeBlock.renderBlock(backDrop, base.getWorld(), x, y, z, false, true);
GL11.glTranslatef((float) x + 0.5F, (float) y + 0.5F, (float) z + 0.5F);
GL11.glScalef(1f, 0.6f, 1f);
IFluidTank tank = base.getTankManager().get(0);
FluidStack fluidStack = tank.getFluid();
if (fluidStack != null && fluidStack.amount > 0) {
int[] displayLists = FluidRenderer.getLiquidDisplayLists(fluidStack);
if (displayLists != null) {
GL11.glPushMatrix();
if (FluidRenderer.getFluidTexture(fluidStack, false) != null) {
float cap = tank.getCapacity();
float level = (float) Math.min(fluidStack.amount, cap) / cap;
bindTexture(FluidRenderer.getFluidSheet(fluidStack));
FluidRenderer.setColorForFluidStack(fluidStack);
GL11.glCallList(displayLists[(int) (level * (float) (FluidRenderer.DISPLAY_STAGES - 1))]);