Program: 156473
Project: 156473
Buggy source:
private void fireRenderer(EnumEngineType type,final EnumFacing face,float progress,BlockPos pos){
  if (progress > 0.5) {
    progress=1 - progress;
  }
  progress*=2;
  final Vec3 coord=Utils.convert(pos);
  IBlockLocation locationFormula=new IBlockLocation(){
    @Override public Vec3 transformToWorld(    Vec3 vec){
      return coord;
    }
  }
;
  IFacingLocation faceFormula=new RotatedFacingLocation(EnumFacing.UP,face);
  GL11.glPushMatrix();
  RenderUtils.translate(Utils.VEC_HALF);
  if (face == EnumFacing.DOWN) {
    GL11.glRotated(180,1,0,0);
  }
 else   if (face == EnumFacing.UP) {
  }
 else {
    GL11.glRotated(90,1,0,0);
    int angle=0;
    EnumFacing tempFace=face;
    while (tempFace != EnumFacing.SOUTH) {
      angle+=90;
      tempFace=tempFace.rotateYCCW();
    }
    GL11.glRotated(angle,0,0,1);
    GL11.glRotated(-angle,0,1,0);
  }
  RenderUtils.translate(Utils.vec3(-0.5));
  EntityResizableCuboid chamberCuboid=new EntityResizableCuboid(getWorld());
  chamberCuboid.texture=spriteChamber;
  chamberCuboid.setTextureOffset(new Vec3(3,0,3));
  Vec3 chamberSize=Utils.divide(new Vec3(10,progress * 8,10),16);
  chamberCuboid.setSize(chamberSize);
  Vec3 chamberOffset=Utils.divide(new Vec3(3,4,3),16);
  RenderUtils.translate(chamberOffset);
  RenderResizableCuboid.INSTANCE.renderCube(chamberCuboid,EnumShadeArgument.FACE_LIGHT,locationFormula,faceFormula);
  RenderUtils.translate(Utils.multiply(chamberOffset,-1));
  EntityResizableCuboid boxCuboid=new EntityResizableCuboid(getWorld());
  boxCuboid.texture=spriteBoxSide.get(type);
  boxCuboid.makeClient();
  boxCuboid.textures[EnumFacing.UP.ordinal()]=spriteBoxTop.get(type);
  boxCuboid.textures[EnumFacing.DOWN.ordinal()]=spriteBoxTop.get(type);
  Vec3 boxSize=Utils.divide(new Vec3(16,4,16),16);
  boxCuboid.setSize(boxSize);
  Vec3 boxOffset=new Vec3(0,4 / 16d + progress / 2,0);
  RenderUtils.translate(boxOffset);
  RenderResizableCuboid.INSTANCE.renderCube(boxCuboid,EnumShadeArgument.FACE_LIGHT,locationFormula,faceFormula);
  RenderUtils.translate(Utils.multiply(boxOffset,-1));
  GL11.glPopMatrix();
}

Fixed version (ground truth):
private void fireRenderer(EnumEngineType type,final EnumFacing face,float progress,BlockPos pos){
  if (progress > 0.5) {
    progress=1 - progress;
  }
  progress*=2;
  final Vec3 coord=Utils.convert(pos);
  IBlockLocation locationFormula=new IBlockLocation(){
    @Override public Vec3 transformToWorld(    Vec3 vec){
      return coord;
    }
  }
;
  IFacingLocation faceFormula=new RotatedFacingLocation(EnumFacing.UP,face);
  GL11.glPushMatrix();
  RenderUtils.translate(Utils.VEC_HALF);
  if (face == EnumFacing.DOWN) {
    GL11.glRotated(180,1,0,0);
  }
 else   if (face == EnumFacing.UP) {
  }
 else {
    GL11.glRotated(90,1,0,0);
    int angle=0;
    EnumFacing tempFace=face;
    while (tempFace != EnumFacing.SOUTH) {
      angle+=90;
      tempFace=tempFace.rotateYCCW();
    }
    GL11.glRotated(angle,0,0,1);
    GL11.glRotated(-angle,0,1,0);
  }
  RenderUtils.translate(Utils.vec3(-0.5));
  EntityResizableCuboid chamberCuboid=new EntityResizableCuboid(getWorld());
  chamberCuboid.texture=spriteChamber;
  chamberCuboid.setTextureOffset(new Vec3(3,0,3));
  Vec3 chamberSize=Utils.divide(new Vec3(10,progress * 8,10),16);
  chamberCuboid.setSize(chamberSize);
  Vec3 chamberOffset=Utils.divide(new Vec3(3,4,3),16);
  RenderUtils.translate(chamberOffset);
  RenderResizableCuboid.INSTANCE.renderCube(chamberCuboid,EnumShadeArgument.FACE_LIGHT,locationFormula,faceFormula);
  RenderUtils.translate(Utils.multiply(chamberOffset,-1));
  EntityResizableCuboid boxCuboid=new EntityResizableCuboid(getWorld());
  boxCuboid.texture=spriteBoxSide.get(type);
  boxCuboid.makeClient();
  boxCuboid.textures[EnumFacing.UP.ordinal()]=spriteBoxTop.get(type);
  boxCuboid.textures[EnumFacing.DOWN.ordinal()]=spriteBoxTop.get(type);
  Vec3 boxSize=Utils.divide(new Vec3(16,4,16),16);
  boxCuboid.setSize(boxSize);
  Vec3 boxOffset=new Vec3(0,4 / 16d + progress / 2,0);
  RenderUtils.translate(boxOffset);
  RenderResizableCuboid.INSTANCE.renderCube(boxCuboid,EnumShadeArgument.FACE_LIGHT,locationFormula,faceFormula);
  RenderUtils.translate(Utils.multiply(boxOffset,-1));
  GlStateManager.enableAlpha();
  GL11.glPopMatrix();
}