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[UNSOLVED][1.6.2]Help me with rendering entity right


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I just finished my throwable item and when I throw half the time it renders the right image and the rest of the time renders random colored small flat squares.







2ed03et.png<--- wrong render




Render class

package minecraftmod;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.client.resources.ResourceLocation;
import net.minecraft.entity.Entity;
import net.minecraft.entity.projectile.EntityFireball;
import net.minecraft.item.Item;
import net.minecraft.util.Icon;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;

public class RenderShuriken extends Render

    public RenderShuriken()

    public void doRenderFireball(EntityShuriken par1Entity, double par2, double par4, double par6, float par8, float par9)
        GL11.glTranslatef((float)par2, (float)par4, (float)par6);
        Icon icon = TitaniumMod.Shuriken.getIconFromDamage(0);
        Tessellator tessellator = Tessellator.instance;
        float f3 = icon.getMinU();
        float f4 = icon.getMaxU();
        float f5 = icon.getMinV();
        float f6 = icon.getMaxV();
        float f7 = 1.0F;
        float f8 = 0.5F;
        float f9 = 0.25F;
        GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
        tessellator.setNormal(0.0F, 1.0F, 0.0F);
        tessellator.addVertexWithUV((double)(0.0F - f8), (double)(0.0F - f9), 0.0D, (double)f3, (double)f6);
        tessellator.addVertexWithUV((double)(f7 - f8), (double)(0.0F - f9), 0.0D, (double)f4, (double)f6);
        tessellator.addVertexWithUV((double)(f7 - f8), (double)(1.0F - f9), 0.0D, (double)f4, (double)f5);
        tessellator.addVertexWithUV((double)(0.0F - f8), (double)(1.0F - f9), 0.0D, (double)f3, (double)f5);

    private void loadTexture(String string) {
	// TODO Auto-generated method stub


protected ResourceLocation func_110790_a(EntityFireball par1EntityFireball)
        return TextureMap.field_110576_c;

    protected ResourceLocation func_110775_a(Entity par1Entity)
        return this.func_110790_a((EntityFireball)par1Entity);

     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
        this.doRenderFireball((EntityShuriken)par1Entity, par2, par4, par6, par8, par9);


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