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                - // TPW_RULES is the boss, he showed me what's up with OpenGL.
 - private void RenderTube(double x, double y, double z, double scale, boolean north,
 - boolean south, boolean west, boolean east, boolean up, boolean down, boolean isItem)
 - {
 - Minecraft.getMinecraft().renderEngine.bindTexture(LazResource.YATSTUBECORE());
 - glPushMatrix();
 - glTranslated(x, y, z);
 - glScaled(scale, scale, scale);
 - glDisable(GL_CULL_FACE);
 - if (isItem) glDisable(GL_LIGHTING);
 - //region Endless OpenGl Commands
 - glPushMatrix();
 - if (north) {
 - //region NORTH ARM
 - //NORTH ARM FACE 1: WEST
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.0f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.0f);
 - glTexCoord2f(0.0f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 0.0f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 0.25f);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.25f);
 - glEnd();
 - //NORTH ARM FACE 2: EAST
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.0f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.0f);
 - glTexCoord2f(0.0f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.0f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.25f);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.25f);
 - glEnd();
 - //NORTH ARM FACE 3: TOP
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.0f);
 - glVertex3f(0.25f, 0.75f, 0.0f);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.25f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.25f);
 - glTexCoord2f(0.75f, 0.0f);
 - glVertex3f(0.75f, 0.75f, 0.0f);
 - glEnd();
 - //NORTH ARM FACE 4: BOTTOM
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.0f);
 - glVertex3f(0.25f, 0.25f, 0.0f);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0.25f, 0.25f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0.25f, 0.25f);
 - glTexCoord2f(0.75f, 0.0f);
 - glVertex3f(0.75f, 0.25f, 0.0f);
 - glEnd();
 - //endregion NORTH ARM
 - } else {
 - //region CORE FACE 1 : NORTH
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.25f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 0.25f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.25f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.25f);
 - glEnd();
 - //endregion FACE 1
 - }
 - glPopMatrix();
 - glPushMatrix();
 - if (south) {
 - //region SOUTH ARM
 - //SOUTH ARM FACE 1: WEST
 - glBegin(GL_QUADS);
 - glTexCoord2f(1.0f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 1.0f);
 - glTexCoord2f(1.0f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 1.0f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.75f);
 - glEnd();
 - //SOUTH ARM FACE 2: EAST
 - glBegin(GL_QUADS);
 - glTexCoord2f(1.0f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 1.0f);
 - glTexCoord2f(1.0f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 1.0f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.75f);
 - glEnd();
 - //SOUTH ARM FACE 3: TOP
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 1.0f);
 - glVertex3f(0.25f, 0.75f, 1.0f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.25f, 0.75f, 0.75f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0.75f, 0.75f);
 - glTexCoord2f(0.75f, 1.0f);
 - glVertex3f(0.75f, 0.75f, 1.0f);
 - glEnd();
 - //SOUTH ARM FACE 4: BOTTOM
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 1.0f);
 - glVertex3f(0.25f, 0.25f, 1.0f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 1.0f);
 - glVertex3f(0.75f, 0.25f, 1.0f);
 - glEnd();
 - //endregion SOUTH ARM
 - } else {
 - //region CORE FACE 2 : SOUTH
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.75f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.75f);
 - glEnd();
 - //endregion FACE 2
 - }
 - glPopMatrix();
 - glPushMatrix();
 - if (west) {
 - //region WEST ARM
 - //WEST ARM FACE 1: SOUTH
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.0f, 0.25f);
 - glVertex3f(0.0f, 0.75f, 0.75f);
 - glTexCoord2f(0.0f, 0.75f);
 - glVertex3f(0.0f, 0.25f, 0.75f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 0.75f);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.75f);
 - glEnd();
 - //WEST ARM FACE 2: NORTH
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.0f, 0.25f);
 - glVertex3f(0.0f, 0.75f, 0.25f);
 - glTexCoord2f(0.0f, 0.75f);
 - glVertex3f(0.0f, 0.25f, 0.25f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 0.25f);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.25f);
 - glEnd();
 - //WEST ARM FACE 3: TOP
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.0f);
 - glVertex3f(0.0f, 0.75f, 0.25f);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.25f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.75f);
 - glTexCoord2f(0.75f, 0.0f);
 - glVertex3f(0.0f, 0.75f, 0.75f);
 - glEnd();
 - //WEST ARM FACE 4: BOTTOM
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.0f);
 - glVertex3f(0.0f, 0.25f, 0.25f);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0.25f, 0.25f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.25f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 0.0f);
 - glVertex3f(0.0f, 0.25f, 0.75f);
 - glEnd();
 - //endregion
 - } else {
 - //region CORE FACE 3 : WEST
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.25f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 0.25f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.75f);
 - glEnd();
 - //endregion FACE 3
 - }
 - glPopMatrix();
 - glPushMatrix();
 - if (east) {
 - //region EAST ARM
 - //EAST ARM FACE 1: SOUTH
 - glBegin(GL_QUADS);
 - glTexCoord2f(1.0f, 0.25f);
 - glVertex3f(1.0f, 0.75f, 0.75f);
 - glTexCoord2f(1.0f, 0.75f);
 - glVertex3f(1.0f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.75f);
 - glEnd();
 - //EAST ARM FACE 2: NORTH
 - glBegin(GL_QUADS);
 - glTexCoord2f(1.0f, 0.25f);
 - glVertex3f(1.0f, 0.75f, 0.25f);
 - glTexCoord2f(1.0f, 0.75f);
 - glVertex3f(1.0f, 0.25f, 0.25f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.25f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.25f);
 - glEnd();
 - //EAST ARM FACE 3: TOP
 - glBegin(GL_QUADS);
 - glTexCoord2f(1.0f, 0.25f);
 - glVertex3f(1.0f, 0.75f, 0.25f);
 - glTexCoord2f(1.0f, 0.75f);
 - glVertex3f(1.0f, 0.75f, 0.75f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0.75f, 0.75f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.25f);
 - glEnd();
 - //EAST ARM FACE 4: BOTTOM
 - glBegin(GL_QUADS);
 - glTexCoord2f(1.0f, 0.25f);
 - glVertex3f(1.0f, 0.25f, 0.25f);
 - glTexCoord2f(1.0f, 0.75f);
 - glVertex3f(1.0f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0.25f, 0.25f);
 - glEnd();
 - //endregion
 - } else {
 - //region CORE FACE 4: EAST
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.25f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.25f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.75f);
 - glEnd();
 - //endregion
 - }
 - glPopMatrix();
 - glPushMatrix();
 - if (up) {
 - //region TOP ARM
 - //TOP ARM FACE 1: NORTH
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.0f);
 - glVertex3f(0.25f, 1.0f, 0.25f);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.25f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.25f);
 - glTexCoord2f(0.75f, 0.0f);
 - glVertex3f(0.75f, 1.0f, 0.25f);
 - glEnd();
 - //TOP ARM FACE 2: SOUTH
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.0f);
 - glVertex3f(0.25f, 1.0f, 0.75f);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.75f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.75f);
 - glTexCoord2f(0.75f, 0.0f);
 - glVertex3f(0.75f, 1.0f, 0.75f);
 - glEnd();
 - //TOP ARM FACE 3: WEST
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.0f);
 - glVertex3f(0.25f, 1.0f, 0.25f);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.25f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.75f);
 - glTexCoord2f(0.75f, 0.0f);
 - glVertex3f(0.25f, 1.0f, 0.75f);
 - glEnd();
 - //TOP ARM FACE 4: EAST
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.0f);
 - glVertex3f(0.75f, 1.0f, 0.25f);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.25f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.75f);
 - glTexCoord2f(0.75f, 0.0f);
 - glVertex3f(0.75f, 1.0f, 0.75f);
 - glEnd();
 - //endregion
 - } else {
 - //region CORE FACE 5: TOP
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0.75f, 0.25f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.25f, 0.75f, 0.75f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0.75f, 0.75f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0.75f, 0.25f);
 - glEnd();
 - //endregion FACE 5
 - }
 - glPopMatrix();
 - glPushMatrix();
 - if (down) {
 - //region BOTTOM ARM
 - //BOTTOM ARM FACE 1: NORTH
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 1.0f);
 - glVertex3f(0.25f, 0.0f, 0.25f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 0.25f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.25f);
 - glTexCoord2f(0.75f, 1.0f);
 - glVertex3f(0.75f, 0.0f, 0.25f);
 - glEnd();
 - //BOTTOM ARM FACE 2: SOUTH
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 1.0f);
 - glVertex3f(0.25f, 0.0f, 0.75f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 1.0f);
 - glVertex3f(0.75f, 0.0f, 0.75f);
 - glEnd();
 - //BOTTOM ARM FACE 3: WEST
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 1.0f);
 - glVertex3f(0.25f, 0.0f, 0.25f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 0.25f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 1.0f);
 - glVertex3f(0.25f, 0.0f, 0.75f);
 - glEnd();
 - //BOTTOM ARM FACE 4: EAST
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 1.0f);
 - glVertex3f(0.75f, 0.0f, 0.25f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.25f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 1.0f);
 - glVertex3f(0.75f, 0.0f, 0.75f);
 - glEnd();
 - //endregion
 - } else {
 - // region CORE FACE 6: BOTTOM
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0.25f, 0.25f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.25f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0.25f, 0.75f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0.25f, 0.25f);
 - glEnd();
 - //endregion
 - }
 - glPopMatrix();
 - //endregion
 - // render top/bottom coverings
 - if (isItem) {
 - {
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 1f, 0.25f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.25f, 1f, 0.75f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 1f, 0.75f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 1f, 0.25f);
 - glEnd();
 - }
 - {
 - glBegin(GL_QUADS);
 - glTexCoord2f(0.25f, 0.25f);
 - glVertex3f(0.25f, 0f, 0.25f);
 - glTexCoord2f(0.25f, 0.75f);
 - glVertex3f(0.25f, 0f, 0.75f);
 - glTexCoord2f(0.75f, 0.75f);
 - glVertex3f(0.75f, 0f, 0.75f);
 - glTexCoord2f(0.75f, 0.25f);
 - glVertex3f(0.75f, 0f, 0.25f);
 - glEnd();
 - }
 - }
 - glEnable(GL_CULL_FACE);
 - if (isItem) glEnable(GL_LIGHTING);
 - glPopMatrix();
 - }
 
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