renderAnimation(partialTicks, laserLength / laserSize);
GL11.glTranslated(0, 0.01, 0);*/
textureManager.bindTexture(Textures.RENDER_LASER);
renderQuad(glowColor);
textureManager.bindTexture(Textures.RENDER_LASER_OVERLAY);
renderQuad(coreColor);
GL11.glPopMatrix();
GL11.glRotated(180, 1, 0, 0);
textureManager.bindTexture(Textures.RENDER_LASER_START);