anchor.diff:              builder
                   ..position(x, y, z)
                   ..colour((r * topRight).floor(), (g * topRight).floor(), (b * topRight).floor())
  -                ..tex(1, 0)
  -                ..texId(texture.start, texture.end)
  -                ..position(x, y, z + 1)
  -                ..colour((r * bottomRight).floor(), (g * bottomRight).floor(), (b * bottomRight).floor())
  -                ..tex(1, 1)
  -                ..texId(texture.start, texture.end)
  -                ..position(x + 1, y, z)
  -                ..colour((r * topLeft).floor(), (g * topLeft).floor(), (b * topLeft).floor())
  -                ..tex(0, 0)
  -                ..texId(texture.start, texture.end)
  -                ..position(x + 1, y, z)
  -                ..colour((r * topLeft).floor(), (g * topLeft).floor(), (b * topLeft).floor())
  -                ..tex(0, 0)
  -                ..texId(texture.start, texture.end)
  -                ..position(x, y, z + 1)
  -                ..colour((r * bottomRight).floor(), (g * bottomRight).floor(), (b * bottomRight).floor())
  -                ..tex(1, 1)
  -                ..texId(texture.start, texture.end)
  -                ..position(x + 1, y, z + 1)
  -                ..colour((r * bottomLeft).floor(), (g * bottomLeft).floor(), (b * bottomLeft).floor())
  -                ..tex(0, 1)
  +                ..tex(0, 0)
  +                ..texId(texture.start, texture.end)
  +                ..position(x, y, z + 1)
  +                ..colour((r * bottomRight).floor(), (g * bottomRight).floor(), (b * bottomRight).floor())
  +                ..tex(0, 1)
  +                ..texId(texture.start, texture.end)
  +                ..position(x + 1, y, z)
  +                ..colour((r * topLeft).floor(), (g * topLeft).floor(), (b * topLeft).floor())
  +                ..tex(1, 0)
  +                ..texId(texture.start, texture.end)
  +                ..position(x + 1, y, z)
  +                ..colour((r * topLeft).floor(), (g * topLeft).floor(), (b * topLeft).floor())
  +                ..tex(1, 0)
  +                ..texId(texture.start, texture.end)
  +                ..position(x, y, z + 1)
  +                ..colour((r * bottomRight).floor(), (g * bottomRight).floor(), (b * bottomRight).floor())
  +                ..tex(0, 1)
  +                ..texId(texture.start, texture.end)
  +                ..position(x + 1, y, z + 1)
  +                ..colour((r * bottomLeft).floor(), (g * bottomLeft).floor(), (b * bottomLeft).floor())
  +                ..tex(1, 1)
                   ..texId(texture.start, texture.end);
           }
   
  
positive.code:             builder
                  ..position(x, y, z)
                  ..colour((r * bottomRight).floor(), (g * bottomRight).floor(), (b * bottomRight).floor())
                  ..tex(1, 1)
                  ..texId(texture.start, texture.end)
                  ..position(x, y + 1, z)
                  ..colour((r * topRight).floor(), (g * topRight).floor(), (b * topRight).floor())
                  ..tex(1, 0)
                  ..texId(texture.start, texture.end)
                  ..position(x, y, z + 1)
                  ..colour((r * bottomLeft).floor(), (g * bottomLeft).floor(), (b * bottomLeft).floor())
                  ..tex(0, 1)
                  ..texId(texture.start, texture.end)
                  ..position(x, y + 1, z)
                  ..colour((r * topRight).floor(), (g * topRight).floor(), (b * topRight).floor())
                  ..tex(1, 0)
                  ..texId(texture.start, texture.end)
                  ..position(x, y + 1, z + 1)
                  ..colour((r * topLeft).floor(), (g * topLeft).floor(), (b * topLeft).floor())
                  ..tex(0, 0)
                  ..texId(texture.start, texture.end)
                  ..position(x, y, z + 1)
                  ..colour((r * bottomLeft).floor(), (g * bottomLeft).floor(), (b * bottomLeft).floor())
                  ..tex(0, 1)
                  ..texId(texture.start, texture.end);
          }
  
  
negative.code:             builder
                  ..position(x, y + 1, z)
                  ..colour((r * topRight).floor(), (g * topRight).floor(), (b * topRight).floor())
                  ..tex(0, 0)
                  ..texId(texture.start, texture.end)
                  ..position(x + 1, y + 1, z)
                  ..colour((r * topLeft).floor(), (g * topLeft).floor(), (b * topLeft).floor())
                  ..tex(1, 0)
                  ..texId(texture.start, texture.end)
                  ..position(x, y + 1, z + 1)
                  ..colour((r * bottomRight).floor(), (g * bottomRight).floor(), (b * bottomRight).floor())
                  ..tex(0, 1)
                  ..texId(texture.start, texture.end)
                  ..position(x + 1, y + 1, z)
                  ..colour((r * topLeft).floor(), (g * topLeft).floor(), (b * topLeft).floor())
                  ..tex(1, 0)
                  ..texId(texture.start, texture.end)
                  ..position(x + 1, y + 1, z + 1)
                  ..colour((r * bottomLeft).floor(), (g * bottomLeft).floor(), (b * bottomLeft).floor())
                  ..tex(1, 1)
                  ..texId(texture.start, texture.end)
                  ..position(x, y + 1, z + 1)
                  ..colour((r * bottomRight).floor(), (g * bottomRight).floor(), (b * bottomRight).floor())
                  ..tex(0, 1)
                  ..texId(texture.start, texture.end);
          }
  
  