private void drawOres(float px, float py, float pz) {
int bx, by, bz;
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glDepthMask(false);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glLineWidth(1f);
Tessellator tes = Tessellator.instance;
List<BlockInfo> temp = new ArrayList();
temp.addAll(this.ores);
for (BlockInfo b : temp) {
bx = b.x;
by = b.y;
bz = b.z;
float f = 0.0f;
float f1 = 1.0f;
tes.startDrawing(GL11.GL_LINES);
tes.setColorRGBA_I(b.color, 255);
tes.setBrightness(200);
tes.addVertex(bx - px + f, by - py + f1, bz - pz + f);
tes.addVertex(bx - px + f1, by - py + f1, bz - pz + f);
tes.addVertex(bx - px + f1, by - py + f1, bz - pz + f);
tes.addVertex(bx - px + f1, by - py + f1, bz - pz + f1);
tes.addVertex(bx - px + f1, by - py + f1, bz - pz + f1);
tes.addVertex(bx - px + f, by - py + f1, bz - pz + f1);
tes.addVertex(bx - px + f, by - py + f1, bz - pz + f1);
tes.addVertex(bx - px + f, by - py + f1, bz - pz + f);
tes.addVertex(bx - px + f1, by - py + f, bz - pz + f);
tes.addVertex(bx - px + f1, by - py + f, bz - pz + f1);
tes.addVertex(bx - px + f1, by - py + f, bz - pz + f1);
tes.addVertex(bx - px + f, by - py + f, bz - pz + f1);
tes.addVertex(bx - px + f, by - py + f, bz - pz + f1);
tes.addVertex(bx - px + f, by - py + f, bz - pz + f);
tes.addVertex(bx - px + f, by - py + f, bz - pz + f);
tes.addVertex(bx - px + f1, by - py + f, bz - pz + f);
tes.addVertex(bx - px + f1, by - py + f, bz - pz + f1);
tes.addVertex(bx - px + f1, by - py + f1, bz - pz + f1);
tes.addVertex(bx - px + f1, by - py + f, bz - pz + f);
tes.addVertex(bx - px + f1, by - py + f1, bz - pz + f);
tes.addVertex(bx - px + f, by - py + f, bz - pz + f1);
tes.addVertex(bx - px + f, by - py + f1, bz - pz + f1);
tes.addVertex(bx - px + f, by - py + f, bz - pz + f);
tes.addVertex(bx - px + f, by - py + f1, bz - pz + f);
tes.draw();
}
GL11.glDepthMask(true);
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_CULL_FACE);
}