buffer.pos(bounds.minX, bounds.minY, bounds.minZ).color(r, g, b, a).tex(minU, minV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
buffer.pos(bounds.maxX, bounds.minY, bounds.minZ).color(r, g, b, a).tex(maxU, minV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
buffer.pos(bounds.maxX, bounds.minY, bounds.maxZ).color(r, g, b, a).tex(maxU, maxV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
buffer.pos(bounds.minX, bounds.minY, bounds.maxZ).color(r, g, b, a).tex(minU, maxV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
break;
case UP:
buffer.pos(bounds.minX, bounds.maxY, bounds.minZ).color(r, g, b, a).tex(minU, minV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
buffer.pos(bounds.minX, bounds.maxY, bounds.maxZ).color(r, g, b, a).tex(minU, maxV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
buffer.pos(bounds.maxX, bounds.maxY, bounds.maxZ).color(r, g, b, a).tex(maxU, maxV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
buffer.pos(bounds.maxX, bounds.maxY, bounds.minZ).color(r, g, b, a).tex(maxU, minV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
break;
case NORTH:
buffer.pos(bounds.minX, bounds.minY, bounds.minZ).color(r, g, b, a).tex(minU, maxV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
buffer.pos(bounds.minX, bounds.maxY, bounds.minZ).color(r, g, b, a).tex(minU, minV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
buffer.pos(bounds.maxX, bounds.maxY, bounds.minZ).color(r, g, b, a).tex(maxU, minV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
buffer.pos(bounds.maxX, bounds.minY, bounds.minZ).color(r, g, b, a).tex(maxU, maxV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
break;
case SOUTH:
buffer.pos(bounds.minX, bounds.minY, bounds.maxZ).color(r, g, b, a).tex(maxU, maxV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
buffer.pos(bounds.maxX, bounds.minY, bounds.maxZ).color(r, g, b, a).tex(minU, maxV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
buffer.pos(bounds.maxX, bounds.maxY, bounds.maxZ).color(r, g, b, a).tex(minU, minV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
buffer.pos(bounds.minX, bounds.maxY, bounds.maxZ).color(r, g, b, a).tex(maxU, minV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
break;
case WEST:
buffer.pos(bounds.minX, bounds.minY, bounds.minZ).color(r, g, b, a).tex(maxU, maxV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
buffer.pos(bounds.minX, bounds.minY, bounds.maxZ).color(r, g, b, a).tex(minU, maxV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
buffer.pos(bounds.minX, bounds.maxY, bounds.maxZ).color(r, g, b, a).tex(minU, minV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
buffer.pos(bounds.minX, bounds.maxY, bounds.minZ).color(r, g, b, a).tex(maxU, minV).lightmap(brightnessHighBits, brightnessLowBits).endVertex();
break;