@SubscribeEvent
public void renderItem(RenderSpecificHandEvent e){
if (e.getItemStack().getItem() == ModItems.book && e.getHand() == EnumHand.MAIN_HAND){
double x_fix = -(mc.player.lastTickPosX + (mc.player.posX - mc.player.lastTickPosX) * e.getPartialTicks());
double y_fix = -(mc.player.lastTickPosY + (mc.player.posY - mc.player.lastTickPosY) * e.getPartialTicks());
double z_fix = -(mc.player.lastTickPosZ + (mc.player.posZ - mc.player.lastTickPosZ) * e.getPartialTicks());
Tessellator tes = Tessellator.getInstance();
VertexBuffer buf = tes.getBuffer();
Vec3d pos = mc.player.getPositionVector();
GL11.glPushMatrix();
GlStateManager.disableTexture2D();
GL11.glTranslated(x_fix, y_fix, z_fix);
//GL11.glRotated(180, 0,0, 1); Пробовал с и без поворота
buf.begin(GL11.GL_POLYGON, DefaultVertexFormats.POSITION_COLOR);
buf.pos(0, 2, 0).color(0, 1, 0, 1).endVertex();
buf.pos(0, 2, 1).color(0, 1, 0, 1).endVertex();
buf.pos(1, 2, 1).color(0, 1, 0, 1).endVertex();
buf.pos(1, 2, 0).color(0, 1, 0, 1).endVertex();
tes.draw();
GlStateManager.enableTexture2D();
GL11.glPopMatrix();
e.setCanceled(true);
}
}