// Set our transform
final ReadOnlyTransform worldT = appliedTransform != null ? appliedTransform : Transform.IDENTITY;
final Vector3 v = Vector3.fetchTempInstance();
v.set(x, y, 0);
worldT.applyForwardVector(v);
worldT.multiply(subTex.getTransform(), SubTexUtil._helperT);
SubTexUtil._helperT.translate(v);
Vector3.releaseTempInstance(v);
SubTexUtil._mesh.setWorldTransform(SubTexUtil._helperT);
// set our vertices into the mesh