handle_basic_sprite(result_vector, pos, quad_type, src_quad_tex, cs) {
		// normal sprite is normal.
		const make_quad = BobGeo.make_rotated_quad_vertex.bind(BobGeo);

		let quad_vertex = make_quad(pos, quad_type,
					    [src_quad_tex.sizex,
					    src_quad_tex.sizey],
					    [cs.pivot.x || 0, cs.pivot.y || 0],
					    cs.rotate || 0,
					    [cs.scale.x, cs.scale.y]);

		BobGeo.interleave_triangles(result_vector, quad_type,
					    quad_vertex,
					    src_quad_tex.quad_tex);
		return 6;
	}
// merely calculates the sprite vertex from the src_quad_tex stuff
merely calculates the sprite vertex from the src_quad_tex stuff
merely calculates the sprite vertex from the src_quad_tex stuff
handle_basic_sprite(result_vector, pos, quad_type, src_quad_tex, cs) {
		const make_quad = BobGeo.make_rotated_quad_vertex.bind(BobGeo);
		let quad_vertex = make_quad(pos, quad_type,
					    [src_quad_tex.sizex,
					    src_quad_tex.sizey],
					    [cs.pivot.x || 0, cs.pivot.y || 0],
					    cs.rotate || 0,
					    [cs.scale.x, cs.scale.y]);
		BobGeo.interleave_triangles(result_vector, quad_type,
					    quad_vertex,
					    src_quad_tex.quad_tex);
		return 6;
	}
handle_basic_sprite ( result_vector , pos , quad_type , src_quad_tex , cs ) { const make_quad = BobGeo . make_rotated_quad_vertex . bind ( BobGeo ) ; let quad_vertex = make_quad ( pos , quad_type , [ src_quad_tex . sizex , src_quad_tex . sizey ] , [ cs . pivot . x || 0 , cs . pivot . y || 0 ] , cs . rotate || 0 , [ cs . scale . x , cs . scale . y ] ) ; BobGeo . interleave_triangles ( result_vector , quad_type , quad_vertex , src_quad_tex . quad_tex ) ; return 6 ; }
merely calculates the sprite vertex from the src_quad_tex stuff
merely calculates the sprite vertex from the src_quad_tex stuff
// normal sprite is normal.