+ pushMatrix();
+ translate(b.x+(Cube.CHANNEL_WIDTH-in)/2., b.y + BassBox.EDGE_HEIGHT-in, b.z + BassBox.EDGE_DEPTH/2.);
+ float lastOffset = 0;
+ for (float offset : BoothFloor.STRIP_OFFSETS) {
+ translate(offset - lastOffset, 0, 0);
+ box(Cube.CHANNEL_WIDTH-in, 0, BassBox.EDGE_DEPTH - 2*in);
+ lastOffset = offset;
+ }
+ popMatrix();
+