public final void update() {
      ++chunkUpdates;
      int var1 = this.x;
      int var2 = this.y;
      int var3 = this.z;
      int var4 = this.x + this.width;
      int var5 = this.y + this.height;
      int var6 = this.z + this.depth;

      int var7;
      for(var7 = 0; var7 < 2; ++var7) {
         this.dirty[var7] = true;
      }

      for(var7 = 0; var7 < 2; ++var7) {
         boolean var8 = false;
         boolean var9 = false;
         GL11.glNewList(this.baseListId + var7, 4864);
         renderer.begin();

         for(int var10 = var1; var10 < var4; ++var10) {
            for(int var11 = var2; var11 < var5; ++var11) {
               for(int var12 = var3; var12 < var6; ++var12) {
                  int var13;
                  if((var13 = this.level.getTile(var10, var11, var12)) > 0) {
                     Block var14;
                     if((var14 = Block.blocks[var13]).getRenderPass() != var7) {
                        var8 = true;
                     } else {
                        var9 |= var14.render(this.level, var10, var11, var12, renderer);
                     }
                  }
               }
            }
         }

         renderer.end();
         GL11.glEndList();
         if(var9) {
            this.dirty[var7] = false;
         }

         if(!var8) {
            break;
         }
      }

   }