private void doWorldRenderPass(Multiblock mb, Iterable<? extends BlockPos> blocks, final @Nonnull BlockRenderLayer layer, Vector4f eye) {
mc.renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
mc.getTextureManager().getTexture(TextureMap.LOCATION_BLOCKS_TEXTURE).setBlurMipmap(false, false);
ForgeHooksClient.setRenderLayer(layer);
setGlStateForPass(layer);
BufferBuilder wr = Tessellator.getInstance().getBuffer();
wr.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK);
for (BlockPos pos : blocks) {
IBlockState bs = mb.getBlockState(pos);
Block block = bs.getBlock();
bs = bs.getActualState(mb, pos);
if (block.canRenderInLayer(bs, layer)) {
renderBlock(bs, pos, mb, Tessellator.getInstance().getBuffer());
}
}
if (layer == BlockRenderLayer.TRANSLUCENT) {
wr.sortVertexData(eye.x, eye.y, eye.z);
}
Tessellator.getInstance().draw();
}