static void YQuad(byte block, float y, int side)
        {
            int        texId = info.GetTextureLoc(block, side);
            TextureRec rec   = atlas.GetTexRec(texId);
            FastColour col   = colNormal;

            cache.vertices[index++] = new VertexPos3fTex2fCol4b(pos.X - scale, pos.Y - y,
                                                                pos.Z - scale, rec.U2, rec.V2, col);
            cache.vertices[index++] = new VertexPos3fTex2fCol4b(pos.X - scale, pos.Y - y,
                                                                pos.Z + scale, rec.U1, rec.V2, col);
            cache.vertices[index++] = new VertexPos3fTex2fCol4b(pos.X + scale, pos.Y - y,
                                                                pos.Z + scale, rec.U1, rec.V1, col);
            cache.vertices[index++] = new VertexPos3fTex2fCol4b(pos.X + scale, pos.Y - y,
                                                                pos.Z - scale, rec.U2, rec.V1, col);
        }
        static void YQuad(byte block, float y, int side)
        {
            int        texId = info.GetTextureLoc(block, side);
            TextureRec rec = atlas.GetTexRec(texId);
            FastColour col = colNormal;
            float      uOrigin = rec.U1, vOrigin = rec.V1;

            rec.U1 = uOrigin + minBB.Z * invElemSize;
            rec.U2 = uOrigin + maxBB.Z * invElemSize * 15.99f / 16f;
            rec.V1 = vOrigin + minBB.X * invElemSize;
            rec.V2 = vOrigin + maxBB.X * invElemSize * 15.99f / 16f;

            cache.vertices[index++] = new VertexPos3fTex2fCol4b(pos.X + Make(minBB.X), pos.Y + y,
                                                                pos.Z + Make(minBB.Z), rec.U2, rec.V2, col);
            cache.vertices[index++] = new VertexPos3fTex2fCol4b(pos.X + Make(minBB.X), pos.Y + y,
                                                                pos.Z + Make(maxBB.Z), rec.U1, rec.V2, col);
            cache.vertices[index++] = new VertexPos3fTex2fCol4b(pos.X + Make(maxBB.X), pos.Y + y,
                                                                pos.Z + Make(maxBB.Z), rec.U1, rec.V1, col);
            cache.vertices[index++] = new VertexPos3fTex2fCol4b(pos.X + Make(maxBB.X), pos.Y + y,
                                                                pos.Z + Make(minBB.Z), rec.U2, rec.V1, col);
        }