I just looked in the RenderBiped class and found this:
protected void func_130005_c(EntityLiving par1EntityLiving, float par2)
{
float f1 = 1.0F;
GL11.glColor3f(f1, f1, f1);
super.renderEquippedItems(par1EntityLiving, par2);
ItemStack itemstack = par1EntityLiving.getHeldItem();
ItemStack itemstack1 = par1EntityLiving.func_130225_q(3);
float f2;
if (itemstack1 != null)
{
GL11.glPushMatrix();
this.modelBipedMain.bipedHead.postRender(0.0625F);
IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(itemstack1, EQUIPPED);
boolean is3D = (customRenderer != null && customRenderer.shouldUseRenderHelper(EQUIPPED, itemstack1, BLOCK_3D));
if (itemstack1.getItem() instanceof ItemBlock)
{
if (is3D || RenderBlocks.renderItemIn3d(Block.blocksList[itemstack1.itemID].getRenderType()))
{
f2 = 0.625F;
GL11.glTranslatef(0.0F, -0.25F, 0.0F);
GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
GL11.glScalef(f2, -f2, -f2);
}
this.renderManager.itemRenderer.renderItem(par1EntityLiving, itemstack1, 0);
}
else if (itemstack1.getItem().itemID == Item.skull.itemID)
{
f2 = 1.0625F;
GL11.glScalef(f2, -f2, -f2);
String s = "";
if (itemstack1.hasTagCompound() && itemstack1.getTagCompound().hasKey("SkullOwner"))
{
s = itemstack1.getTagCompound().getString("SkullOwner");
}
TileEntitySkullRenderer.skullRenderer.func_82393_a(-0.5F, 0.0F, -0.5F, 1, 180.0F, itemstack1.getItemDamage(), s);
}
GL11.glPopMatrix();
}
if (itemstack != null)
{
GL11.glPushMatrix();
if (this.mainModel.isChild)
{
f2 = 0.5F;
GL11.glTranslatef(0.0F, 0.625F, 0.0F);
GL11.glRotatef(-20.0F, -1.0F, 0.0F, 0.0F);
GL11.glScalef(f2, f2, f2);
}
this.modelBipedMain.bipedRightArm.postRender(0.0625F);
GL11.glTranslatef(-0.0625F, 0.4375F, 0.0625F);
IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(itemstack, EQUIPPED);
boolean is3D = (customRenderer != null && customRenderer.shouldUseRenderHelper(EQUIPPED, itemstack, BLOCK_3D));
if (itemstack.getItem() instanceof ItemBlock && (is3D || RenderBlocks.renderItemIn3d(Block.blocksList[itemstack.itemID].getRenderType())))
{
f2 = 0.5F;
GL11.glTranslatef(0.0F, 0.1875F, -0.3125F);
f2 *= 0.75F;
GL11.glRotatef(20.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
GL11.glScalef(-f2, -f2, f2);
}
else if (itemstack.itemID == Item.bow.itemID)
{
f2 = 0.625F;
GL11.glTranslatef(0.0F, 0.125F, 0.3125F);
GL11.glRotatef(-20.0F, 0.0F, 1.0F, 0.0F);
GL11.glScalef(f2, -f2, f2);
GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
}
else if (Item.itemsList[itemstack.itemID].isFull3D())
{
f2 = 0.625F;
if (Item.itemsList[itemstack.itemID].shouldRotateAroundWhenRendering())
{
GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
GL11.glTranslatef(0.0F, -0.125F, 0.0F);
}
this.func_82422_c();
GL11.glScalef(f2, -f2, f2);
GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
}
else
{
f2 = 0.375F;
GL11.glTranslatef(0.25F, 0.1875F, -0.1875F);
GL11.glScalef(f2, f2, f2);
GL11.glRotatef(60.0F, 0.0F, 0.0F, 1.0F);
GL11.glRotatef(-90.0F, 1.0F, 0.0F, 0.0F);
GL11.glRotatef(20.0F, 0.0F, 0.0F, 1.0F);
}
this.renderManager.itemRenderer.renderItem(par1EntityLiving, itemstack, 0);
if (itemstack.getItem().requiresMultipleRenderPasses())
{
for (int x = 1; x < itemstack.getItem().getRenderPasses(itemstack.getItemDamage()); x++)
{
this.renderManager.itemRenderer.renderItem(par1EntityLiving, itemstack, x);
}
}
GL11.glPopMatrix();
}
}
protected void func_82422_c()
{
GL11.glTranslatef(0.0F, 0.1875F, 0.0F);
}
Does this have anything to do with it? And if so, how would I use it to render the item?