private void drawPanorama(int par1, int par2, float par3)
    {
        Tessellator var4 = Tessellator.instance;
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPushMatrix();
        GL11.glLoadIdentity();
        GLU.gluPerspective(120.0F, 1.0F, 0.05F, 10.0F);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glPushMatrix();
        GL11.glLoadIdentity();
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glRotatef(180.0F, 1.0F, 0.0F, 0.0F);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glDisable(GL11.GL_ALPHA_TEST);
        GL11.glDisable(GL11.GL_CULL_FACE);
        GL11.glDepthMask(false);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        byte var5 = 8;

        for (int var6 = 0; var6 < var5 * var5; ++var6)
        {
            GL11.glPushMatrix();
            float var7 = ((float)(var6 % var5) / (float)var5 - 0.5F) / 64.0F;
            float var8 = ((float)(var6 / var5) / (float)var5 - 0.5F) / 64.0F;
            float var9 = 0.0F;
            GL11.glTranslatef(var7, var8, var9);
            GL11.glRotatef(MathHelper.sin(((float)this.panoramaTimer + par3) / 400.0F) * 25.0F + 20.0F, 1.0F, 0.0F, 0.0F);
            GL11.glRotatef(-((float)this.panoramaTimer + par3) * 0.1F, 0.0F, 1.0F, 0.0F);

            for (int var10 = 0; var10 < 6; ++var10)
            {
                GL11.glPushMatrix();

                if (var10 == 1)
                {
                    GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
                }

                if (var10 == 2)
                {
                    GL11.glRotatef(180.0F, 0.0F, 1.0F, 0.0F);
                }

                if (var10 == 3)
                {
                    GL11.glRotatef(-90.0F, 0.0F, 1.0F, 0.0F);
                }

                if (var10 == 4)
                {
                    GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
                }

                if (var10 == 5)
                {
                    GL11.glRotatef(-90.0F, 1.0F, 0.0F, 0.0F);
                }

                GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.mc.renderEngine.getTexture("/title/bg/panorama" + var10 + ".png"));
                var4.startDrawingQuads();
                var4.setColorRGBA_I(16777215, 255 / (var6 + 1));
                float var11 = 0.0F;
                var4.addVertexWithUV(-1.0D, -1.0D, 1.0D, (double)(0.0F + var11), (double)(0.0F + var11));
                var4.addVertexWithUV(1.0D, -1.0D, 1.0D, (double)(1.0F - var11), (double)(0.0F + var11));
                var4.addVertexWithUV(1.0D, 1.0D, 1.0D, (double)(1.0F - var11), (double)(1.0F - var11));
                var4.addVertexWithUV(-1.0D, 1.0D, 1.0D, (double)(0.0F + var11), (double)(1.0F - var11));
                var4.draw();
                GL11.glPopMatrix();
            }

            GL11.glPopMatrix();
            GL11.glColorMask(true, true, true, false);
        }

        var4.setTranslation(0.0D, 0.0D, 0.0D);
        GL11.glColorMask(true, true, true, true);
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPopMatrix();
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glPopMatrix();
        GL11.glDepthMask(true);
        GL11.glEnable(GL11.GL_CULL_FACE);
        GL11.glEnable(GL11.GL_ALPHA_TEST);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
    }