public void renderBlockStemBig(Block par1Block, int par2, int par3, double par4, double par6, double par8, double par10)
    {
        Tessellator var12 = Tessellator.instance;
        int var13 = par1Block.getBlockTextureFromSideAndMetadata(0, par2) + 16;

        if (this.overrideBlockTexture >= 0)
        {
            var13 = this.overrideBlockTexture;
        }

        int var14 = (var13 & 15) << 4;
        int var15 = var13 & 240;
        double var16 = (double)((float)var14 / 256.0F);
        double var18 = (double)(((float)var14 + 15.99F) / 256.0F);
        double var20 = (double)((float)var15 / 256.0F);
        double var22 = ((double)var15 + 15.989999771118164D * par4) / 256.0D;
        double var24 = par6 + 0.5D - 0.5D;
        double var26 = par6 + 0.5D + 0.5D;
        double var28 = par10 + 0.5D - 0.5D;
        double var30 = par10 + 0.5D + 0.5D;
        double var32 = par6 + 0.5D;
        double var34 = par10 + 0.5D;

        if ((par3 + 1) / 2 % 2 == 1)
        {
            double var36 = var18;
            var18 = var16;
            var16 = var36;
        }

        if (par3 < 2)
        {
            var12.addVertexWithUV(var24, par8 + par4, var34, var16, var20);
            var12.addVertexWithUV(var24, par8 + 0.0D, var34, var16, var22);
            var12.addVertexWithUV(var26, par8 + 0.0D, var34, var18, var22);
            var12.addVertexWithUV(var26, par8 + par4, var34, var18, var20);
            var12.addVertexWithUV(var26, par8 + par4, var34, var18, var20);
            var12.addVertexWithUV(var26, par8 + 0.0D, var34, var18, var22);
            var12.addVertexWithUV(var24, par8 + 0.0D, var34, var16, var22);
            var12.addVertexWithUV(var24, par8 + par4, var34, var16, var20);
        }
        else
        {
            var12.addVertexWithUV(var32, par8 + par4, var30, var16, var20);
            var12.addVertexWithUV(var32, par8 + 0.0D, var30, var16, var22);
            var12.addVertexWithUV(var32, par8 + 0.0D, var28, var18, var22);
            var12.addVertexWithUV(var32, par8 + par4, var28, var18, var20);
            var12.addVertexWithUV(var32, par8 + par4, var28, var18, var20);
            var12.addVertexWithUV(var32, par8 + 0.0D, var28, var18, var22);
            var12.addVertexWithUV(var32, par8 + 0.0D, var30, var16, var22);
            var12.addVertexWithUV(var32, par8 + par4, var30, var16, var20);
        }
    }