GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F);
renderBlocks.useInventoryTint = renderItem.renderWithColor;
renderBlocks.renderBlockAsItem(block, meta, 1.0F);
renderBlocks.useInventoryTint = true;
GL11.glPopMatrix();
} else if (item.requiresMultipleRenderPasses()) {
GL11.glDisable(GL11.GL_LIGHTING);
ResourceLocation texture = stack.getItemSpriteNumber() == 0 ? TextureMap.locationBlocksTexture : TextureMap.locationItemsTexture;
manager.bindTexture(texture);
for (int pass = 0, e = item.getRenderPasses(meta); pass < e; ++pass) {