takes a texture and converts it into bakedquads . the conversion is done by scanning the texture horizontally and vertically and creating `` strips '' of the texture . strips that are of the same size and follow each other are converted into one bigger quad . the resulting list of quads is the texture represented as a list of horizontal or vertical quads , depending on which creates less quads . if the amount of quads is equal , horizontal is preferred . concode_field_sep PlaceHolder placeHolder concode_field_sep void putVertex concode_elem_sep List<UnpackedBakedQuad> convertTextureHorizontal concode_elem_sep UnpackedBakedQuad genQuad concode_elem_sep boolean isVisible concode_elem_sep List<UnpackedBakedQuad> convertTextureVertical concode_elem_sep UnpackedBakedQuad putQuad
List < UnpackedBakedQuad > function ( VertexFormat arg0 , TRSRTransformation arg1 , TextureAtlasSprite arg2 , TextureAtlasSprite arg3 , float arg4 , EnumFacing arg5 , int arg6 ) { List < UnpackedBakedQuad > loc0 = convertTextureHorizontal ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 , arg6 ) ; List < UnpackedBakedQuad > loc1 = convertTextureVertical ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 , arg6 ) ; return loc0 . size ( ) >= loc1 . size ( ) ? loc0 : loc1 ; }