}
@Override
public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f)
{
TileEntityRedNetLogic logic = (TileEntityRedNetLogic) tileentity;
int rotation = tileentity.worldObj.getBlockMetadata(tileentity.xCoord, tileentity.yCoord, tileentity.zCoord);
bindTextureByName(MineFactoryReloadedCore.tileEntityFolder + "redcomp.png");
GL11.glPushMatrix();
GL11.glTranslatef((float) x + 0.5F, (float) y + 0.5f, (float) z + 0.5F);
// Techne sucks so do some crazy rotations to turn techne coords into
// real coords
GL11.glRotatef(180, 0, 0, 1);
GL11.glRotatef(180 + (90 * rotation), 0, 1, 0);
// Render the base, with no cards or slots
_logicModel.render(0.0625f);
// Manually translate and then render each slot with the cards texture
// up
bindTextureByName(MineFactoryReloadedCore.tileEntityFolder + "cards.png");
GL11.glTranslatef(-0.4375f, -0.375f, -0.390625f);
renderCard(logic.getLevelForSlot(0));
GL11.glTranslatef(0, 0, 0.234375f);
renderCard(logic.getLevelForSlot(1));
GL11.glTranslatef(0, 0, 0.234375f);
renderCard(logic.getLevelForSlot(2));
GL11.glTranslatef(0, 0.375f, -0.46875f);
renderCard(logic.getLevelForSlot(3));
GL11.glTranslatef(0, 0, 0.234375f);
renderCard(logic.getLevelForSlot(4));
GL11.glTranslatef(0, 0, 0.234375f);
renderCard(logic.getLevelForSlot(5));
GL11.glPopMatrix();
}