public override void RenderParticle(Tessellator par1Tessellator, float par2, float par3, float par4, float par5, float par6, float par7)
        {
            float f  = ((float)(GetParticleTextureIndex() % 16) + ParticleTextureJitterX / 4F) / 16F;
            float f1 = f + 0.01560938F;
            float f2 = ((float)(GetParticleTextureIndex() / 16) + ParticleTextureJitterY / 4F) / 16F;
            float f3 = f2 + 0.01560938F;
            float f4 = 0.1F * ParticleScale;
            float f5 = (float)((PrevPosX + (PosX - PrevPosX) * (double)par2) - InterpPosX);
            float f6 = (float)((PrevPosY + (PosY - PrevPosY) * (double)par2) - InterpPosY);
            float f7 = (float)((PrevPosZ + (PosZ - PrevPosZ) * (double)par2) - InterpPosZ);
            float f8 = 1.0F;

            par1Tessellator.SetColorOpaque_F(f8 * ParticleRed, f8 * ParticleGreen, f8 * ParticleBlue);
            par1Tessellator.AddVertexWithUV(f5 - par3 * f4 - par6 * f4, f6 - par4 * f4, f7 - par5 * f4 - par7 * f4, f, f3);
            par1Tessellator.AddVertexWithUV((f5 - par3 * f4) + par6 * f4, f6 + par4 * f4, (f7 - par5 * f4) + par7 * f4, f, f2);
            par1Tessellator.AddVertexWithUV(f5 + par3 * f4 + par6 * f4, f6 + par4 * f4, f7 + par5 * f4 + par7 * f4, f1, f2);
            par1Tessellator.AddVertexWithUV((f5 + par3 * f4) - par6 * f4, f6 - par4 * f4, (f7 + par5 * f4) - par7 * f4, f1, f3);
        }