Program: 156941
Project: 156941
Buggy source:
private void render(EnergyStage energy,float progress,ForgeDirection orientation,String baseTexture,double x,double y,double z){
  if (BuildCraftCore.render == RenderMode.NoDynamic) {
    return;
  }
  GL11.glPushMatrix();
  GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
  GL11.glEnable(GL11.GL_LIGHTING);
  GL11.glDisable(GL11.GL_BLEND);
  GL11.glEnable(GL11.GL_CULL_FACE);
  GL11.glColor3f(1,1,1);
  GL11.glTranslatef((float)x,(float)y,(float)z);
  float step;
  if (progress > 0.5) {
    step=7.99F - (progress - 0.5F) * 2F * 7.99F;
  }
 else {
    step=progress * 2F * 7.99F;
  }
  float translatefact=step / 16;
  float[] angle={0,0,0};
  float[] translate={orientation.offsetX,orientation.offsetY,orientation.offsetZ};
switch (orientation) {
case EAST:
case WEST:
case DOWN:
    angle[2]=angleMap[orientation.ordinal()];
  break;
case SOUTH:
case NORTH:
angle[0]=angleMap[orientation.ordinal()];
break;
}
box.rotateAngleX=angle[0];
box.rotateAngleY=angle[1];
box.rotateAngleZ=angle[2];
trunk.rotateAngleX=angle[0];
trunk.rotateAngleY=angle[1];
trunk.rotateAngleZ=angle[2];
movingBox.rotateAngleX=angle[0];
movingBox.rotateAngleY=angle[1];
movingBox.rotateAngleZ=angle[2];
chamber.rotateAngleX=angle[0];
chamber.rotateAngleY=angle[1];
chamber.rotateAngleZ=angle[2];
float factor=(float)(1.0 / 16.0);
func_110628_a(new ResourceLocation(baseTexture));
box.render(factor);
GL11.glTranslatef(translate[0] * translatefact,translate[1] * translatefact,translate[2] * translatefact);
movingBox.render(factor);
GL11.glTranslatef(-translate[0] * translatefact,-translate[1] * translatefact,-translate[2] * translatefact);
func_110628_a(new ResourceLocation(DefaultProps.TEXTURE_PATH_BLOCKS + "String_Node_Str"));
float chamberf=2F / 16F;
for (int i=0; i <= step + 2; i+=2) {
chamber.render(factor);
GL11.glTranslatef(translate[0] * chamberf,translate[1] * chamberf,translate[2] * chamberf);
}
for (int i=0; i <= step + 2; i+=2) {
GL11.glTranslatef(-translate[0] * chamberf,-translate[1] * chamberf,-translate[2] * chamberf);
}
String texture="String_Node_Str";
switch (energy) {
case BLUE:
texture=DefaultProps.TEXTURE_PATH_BLOCKS + "String_Node_Str";
break;
case GREEN:
texture=DefaultProps.TEXTURE_PATH_BLOCKS + "String_Node_Str";
break;
case YELLOW:
texture=DefaultProps.TEXTURE_PATH_BLOCKS + "String_Node_Str";
break;
default :
texture=DefaultProps.TEXTURE_PATH_BLOCKS + "String_Node_Str";
break;
}
func_110628_a(new ResourceLocation(texture));
trunk.render(factor);
GL11.glPopAttrib();
GL11.glPopMatrix();
}

Fixed version (ground truth):
private void render(EnergyStage energy,float progress,ForgeDirection orientation,ResourceLocation baseTexture,double x,double y,double z){
  if (BuildCraftCore.render == RenderMode.NoDynamic) {
    return;
  }
  GL11.glPushMatrix();
  GL11.glPushAttrib(GL11.GL_ENABLE_BIT);
  GL11.glEnable(GL11.GL_LIGHTING);
  GL11.glDisable(GL11.GL_BLEND);
  GL11.glEnable(GL11.GL_CULL_FACE);
  GL11.glColor3f(1,1,1);
  GL11.glTranslatef((float)x,(float)y,(float)z);
  float step;
  if (progress > 0.5) {
    step=7.99F - (progress - 0.5F) * 2F * 7.99F;
  }
 else {
    step=progress * 2F * 7.99F;
  }
  float translatefact=step / 16;
  float[] angle={0,0,0};
  float[] translate={orientation.offsetX,orientation.offsetY,orientation.offsetZ};
switch (orientation) {
case EAST:
case WEST:
case DOWN:
    angle[2]=angleMap[orientation.ordinal()];
  break;
case SOUTH:
case NORTH:
angle[0]=angleMap[orientation.ordinal()];
break;
}
box.rotateAngleX=angle[0];
box.rotateAngleY=angle[1];
box.rotateAngleZ=angle[2];
trunk.rotateAngleX=angle[0];
trunk.rotateAngleY=angle[1];
trunk.rotateAngleZ=angle[2];
movingBox.rotateAngleX=angle[0];
movingBox.rotateAngleY=angle[1];
movingBox.rotateAngleZ=angle[2];
chamber.rotateAngleX=angle[0];
chamber.rotateAngleY=angle[1];
chamber.rotateAngleZ=angle[2];
float factor=(float)(1.0 / 16.0);
func_110628_a(baseTexture);
box.render(factor);
GL11.glTranslatef(translate[0] * translatefact,translate[1] * translatefact,translate[2] * translatefact);
movingBox.render(factor);
GL11.glTranslatef(-translate[0] * translatefact,-translate[1] * translatefact,-translate[2] * translatefact);
func_110628_a(CHAMBER_TEXTURE);
float chamberf=2F / 16F;
for (int i=0; i <= step + 2; i+=2) {
chamber.render(factor);
GL11.glTranslatef(translate[0] * chamberf,translate[1] * chamberf,translate[2] * chamberf);
}
for (int i=0; i <= step + 2; i+=2) {
GL11.glTranslatef(-translate[0] * chamberf,-translate[1] * chamberf,-translate[2] * chamberf);
}
ResourceLocation texture;
switch (energy) {
case BLUE:
texture=TRUNK_BLUE_TEXTURE;
break;
case GREEN:
texture=TRUNK_GREEN_TEXTURE;
break;
case YELLOW:
texture=TRUNK_YELLOW_TEXTURE;
break;
default :
texture=TRUNK_RED_TEXTURE;
break;
}
func_110628_a(texture);
trunk.render(factor);
GL11.glPopAttrib();
GL11.glPopMatrix();
}