user: How can I create a TileEntity Special Renderer in Java using Minecraft Forge 1.12.2?

assistant: To create a TileEntity Special Renderer (TESR) in Minecraft Forge 1.12.2, follow these steps:

1. Create a new class that extends TileEntitySpecialRenderer.
2. Override the render method in the new class. This method will be called every time the TESR needs to render a TileEntity.
3. In the render method, set up the OpenGL state and perform any necessary transformations.
4. Use the Tessellator class to create a 3D mesh and render it using the appropriate rendering methods.
5. Clean up the OpenGL state and finish the render method.

Here is a sample code that demonstrates these steps:
```java
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;

public class ExampleTESR extends TileEntitySpecialRenderer {

    @Override
    public void render(TileEntity te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
        Tessellator tessellator = Tessellator.getInstance();
        // Set up the OpenGL state and perform transformations here...
        // Render the 3D mesh using the Tessellator class...
        // Clean up the OpenGL state here...
    }
}
```

Once the TESR class has been created, it needs to be registered with Minecraft. To do this, create a new class that extends ClientRegistry and register the TESR using the register method. Here is an example of this step:
```java
import net.minecraftforge.fml.client.registry.ClientRegistry;

public class ExampleMod {
    public static void init() {
        ClientRegistry.bindTileEntitySpecialRenderer(ExampleTileEntity.class, new ExampleTESR());
    }
}
```

With these steps, a TESR has been created and registered in Minecraft Forge 1.12.2. The code will be specific to the TileEntity being rendered, so it may need to be adjusted to fit the specific use case.

user: Can you combine that code into single block?

assistant: Yes, it is possible to combine these two code blocks into a single file without changing their functionality. Here's one way to do it:

```java
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraftforge.fml.client.registry.ClientRegistry;

public class ExampleMod {
    public static class ExampleTESR extends TileEntitySpecialRenderer {
        @Override
        public void render(TileEntity te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
            Tessellator tessellator = Tessellator.getInstance();
            // Set up the OpenGL state and perform transformations here...
            // Render the 3D mesh using the Tessellator class...
            // Clean up the OpenGL state here...
        }
    }

    public static void init() {
        ClientRegistry.bindTileEntitySpecialRenderer(ExampleTileEntity.class, new ExampleTESR());
    }
}
```

In this example, the `ExampleTESR` class has been made an inner class of the `ExampleMod` class. The `init` method remains unchanged and continues to bind the custom `TileEntity` class `ExampleTileEntity` with its corresponding TESR, `ExampleTESR`.