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@@ -56,7 +56,7 @@ Mesh* MeshManager::LoadCube(const char* name, float size)
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{
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MeshChunk* chunk = new MeshChunk();
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- float actual = Math::Abs(size) * 0.5f;
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+ float actual = math::abs(size) * 0.5f;
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/**
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@@ -80,59 +80,59 @@ Mesh* MeshManager::LoadCube(const char* name, float size)
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// 6 faces, with pos, normal and uv
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// Face ================================================================================================== Index
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// Front
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- chunk->mVertexList.Append(VertexData(Vec3(-actual, -actual, actual), Vec3::ZAXIS, Vec2(0.0f, 0.0f))); // 0
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- chunk->mVertexList.Append(VertexData(Vec3( actual, -actual, actual), Vec3::ZAXIS, Vec2(1.0f, 0.0f))); // 1
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- chunk->mVertexList.Append(VertexData(Vec3( actual, actual, actual), Vec3::ZAXIS, Vec2(1.0f, 1.0f))); // 2
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- chunk->mVertexList.Append(VertexData(Vec3(-actual, actual, actual), Vec3::ZAXIS, Vec2(0.0f, 1.0f))); // 3
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+ chunk->mVertexList.push_back(VertexData(Vec3(-actual, -actual, actual), Vec3::ZAXIS, Vec2(0.0f, 0.0f))); // 0
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+ chunk->mVertexList.push_back(VertexData(Vec3( actual, -actual, actual), Vec3::ZAXIS, Vec2(1.0f, 0.0f))); // 1
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+ chunk->mVertexList.push_back(VertexData(Vec3( actual, actual, actual), Vec3::ZAXIS, Vec2(1.0f, 1.0f))); // 2
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+ chunk->mVertexList.push_back(VertexData(Vec3(-actual, actual, actual), Vec3::ZAXIS, Vec2(0.0f, 1.0f))); // 3
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// Back
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- chunk->mVertexList.Append(VertexData(Vec3( actual, -actual, -actual), -Vec3::ZAXIS, Vec2(0.0f, 0.0f))); // 4
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- chunk->mVertexList.Append(VertexData(Vec3(-actual, -actual, -actual), -Vec3::ZAXIS, Vec2(1.0f, 0.0f))); // 5
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- chunk->mVertexList.Append(VertexData(Vec3(-actual, actual, -actual), -Vec3::ZAXIS, Vec2(1.0f, 1.0f))); // 6
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- chunk->mVertexList.Append(VertexData(Vec3( actual, actual, -actual), -Vec3::ZAXIS, Vec2(0.0f, 1.0f))); // 7
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+ chunk->mVertexList.push_back(VertexData(Vec3( actual, -actual, -actual), -Vec3::ZAXIS, Vec2(0.0f, 0.0f))); // 4
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+ chunk->mVertexList.push_back(VertexData(Vec3(-actual, -actual, -actual), -Vec3::ZAXIS, Vec2(1.0f, 0.0f))); // 5
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+ chunk->mVertexList.push_back(VertexData(Vec3(-actual, actual, -actual), -Vec3::ZAXIS, Vec2(1.0f, 1.0f))); // 6
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+ chunk->mVertexList.push_back(VertexData(Vec3( actual, actual, -actual), -Vec3::ZAXIS, Vec2(0.0f, 1.0f))); // 7
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// Right
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- chunk->mVertexList.Append(VertexData(Vec3( actual, -actual, actual), Vec3::XAXIS, Vec2(0.0f, 0.0f))); // 8
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- chunk->mVertexList.Append(VertexData(Vec3( actual, -actual, -actual), Vec3::XAXIS, Vec2(1.0f, 0.0f))); // 9
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- chunk->mVertexList.Append(VertexData(Vec3( actual, actual, -actual), Vec3::XAXIS, Vec2(1.0f, 1.0f))); // 10
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- chunk->mVertexList.Append(VertexData(Vec3( actual, actual, actual), Vec3::XAXIS, Vec2(0.0f, 1.0f))); // 11
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+ chunk->mVertexList.push_back(VertexData(Vec3( actual, -actual, actual), Vec3::XAXIS, Vec2(0.0f, 0.0f))); // 8
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+ chunk->mVertexList.push_back(VertexData(Vec3( actual, -actual, -actual), Vec3::XAXIS, Vec2(1.0f, 0.0f))); // 9
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+ chunk->mVertexList.push_back(VertexData(Vec3( actual, actual, -actual), Vec3::XAXIS, Vec2(1.0f, 1.0f))); // 10
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+ chunk->mVertexList.push_back(VertexData(Vec3( actual, actual, actual), Vec3::XAXIS, Vec2(0.0f, 1.0f))); // 11
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// Left
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- chunk->mVertexList.Append(VertexData(Vec3(-actual, -actual, -actual), -Vec3::XAXIS, Vec2(0.0f, 0.0f))); // 12
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- chunk->mVertexList.Append(VertexData(Vec3(-actual, -actual, actual), -Vec3::XAXIS, Vec2(1.0f, 0.0f))); // 13
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- chunk->mVertexList.Append(VertexData(Vec3(-actual, actual, actual), -Vec3::XAXIS, Vec2(1.0f, 1.0f))); // 14
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- chunk->mVertexList.Append(VertexData(Vec3(-actual, actual, -actual), -Vec3::XAXIS, Vec2(0.0f, 1.0f))); // 15
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+ chunk->mVertexList.push_back(VertexData(Vec3(-actual, -actual, -actual), -Vec3::XAXIS, Vec2(0.0f, 0.0f))); // 12
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+ chunk->mVertexList.push_back(VertexData(Vec3(-actual, -actual, actual), -Vec3::XAXIS, Vec2(1.0f, 0.0f))); // 13
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+ chunk->mVertexList.push_back(VertexData(Vec3(-actual, actual, actual), -Vec3::XAXIS, Vec2(1.0f, 1.0f))); // 14
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+ chunk->mVertexList.push_back(VertexData(Vec3(-actual, actual, -actual), -Vec3::XAXIS, Vec2(0.0f, 1.0f))); // 15
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// Top
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- chunk->mVertexList.Append(VertexData(Vec3(-actual, actual, actual), Vec3::YAXIS, Vec2(0.0f, 0.0f))); // 16
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- chunk->mVertexList.Append(VertexData(Vec3( actual, actual, actual), Vec3::YAXIS, Vec2(1.0f, 0.0f))); // 17
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- chunk->mVertexList.Append(VertexData(Vec3( actual, actual, -actual), Vec3::YAXIS, Vec2(1.0f, 1.0f))); // 18
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- chunk->mVertexList.Append(VertexData(Vec3(-actual, actual, -actual), Vec3::YAXIS, Vec2(0.0f, 1.0f))); // 19
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+ chunk->mVertexList.push_back(VertexData(Vec3(-actual, actual, actual), Vec3::YAXIS, Vec2(0.0f, 0.0f))); // 16
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+ chunk->mVertexList.push_back(VertexData(Vec3( actual, actual, actual), Vec3::YAXIS, Vec2(1.0f, 0.0f))); // 17
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+ chunk->mVertexList.push_back(VertexData(Vec3( actual, actual, -actual), Vec3::YAXIS, Vec2(1.0f, 1.0f))); // 18
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+ chunk->mVertexList.push_back(VertexData(Vec3(-actual, actual, -actual), Vec3::YAXIS, Vec2(0.0f, 1.0f))); // 19
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// Bottom
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- chunk->mVertexList.Append(VertexData(Vec3(-actual, -actual, -actual), -Vec3::YAXIS, Vec2(0.0f, 0.0f))); // 20
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- chunk->mVertexList.Append(VertexData(Vec3( actual, -actual, -actual), -Vec3::YAXIS, Vec2(1.0f, 0.0f))); // 21
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- chunk->mVertexList.Append(VertexData(Vec3( actual, -actual, actual), -Vec3::YAXIS, Vec2(1.0f, 1.0f))); // 22
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- chunk->mVertexList.Append(VertexData(Vec3(-actual, -actual, actual), -Vec3::YAXIS, Vec2(0.0f, 1.0f))); // 23
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+ chunk->mVertexList.push_back(VertexData(Vec3(-actual, -actual, -actual), -Vec3::YAXIS, Vec2(0.0f, 0.0f))); // 20
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+ chunk->mVertexList.push_back(VertexData(Vec3( actual, -actual, -actual), -Vec3::YAXIS, Vec2(1.0f, 0.0f))); // 21
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+ chunk->mVertexList.push_back(VertexData(Vec3( actual, -actual, actual), -Vec3::YAXIS, Vec2(1.0f, 1.0f))); // 22
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+ chunk->mVertexList.push_back(VertexData(Vec3(-actual, -actual, actual), -Vec3::YAXIS, Vec2(0.0f, 1.0f))); // 23
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// 12 triangles, CCW order
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- chunk->mFaceList.Append(FaceData(0, 1, 2));
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- chunk->mFaceList.Append(FaceData(0, 2, 3));
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+ chunk->mFaceList.push_back(FaceData(0, 1, 2));
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+ chunk->mFaceList.push_back(FaceData(0, 2, 3));
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- chunk->mFaceList.Append(FaceData(4, 5, 6));
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- chunk->mFaceList.Append(FaceData(4, 6, 7));
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+ chunk->mFaceList.push_back(FaceData(4, 5, 6));
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+ chunk->mFaceList.push_back(FaceData(4, 6, 7));
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- chunk->mFaceList.Append(FaceData(8, 9, 10));
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- chunk->mFaceList.Append(FaceData(8, 10, 11));
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+ chunk->mFaceList.push_back(FaceData(8, 9, 10));
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+ chunk->mFaceList.push_back(FaceData(8, 10, 11));
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- chunk->mFaceList.Append(FaceData(12, 13, 14));
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- chunk->mFaceList.Append(FaceData(12, 14, 15));
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+ chunk->mFaceList.push_back(FaceData(12, 13, 14));
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+ chunk->mFaceList.push_back(FaceData(12, 14, 15));
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- chunk->mFaceList.Append(FaceData(16, 17, 18));
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- chunk->mFaceList.Append(FaceData(16, 18, 19));
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+ chunk->mFaceList.push_back(FaceData(16, 17, 18));
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+ chunk->mFaceList.push_back(FaceData(16, 18, 19));
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- chunk->mFaceList.Append(FaceData(20, 21, 22));
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- chunk->mFaceList.Append(FaceData(20, 22, 23));
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+ chunk->mFaceList.push_back(FaceData(20, 21, 22));
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+ chunk->mFaceList.push_back(FaceData(20, 22, 23));
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mesh->AddMeshChunk(chunk);
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mesh->UpdateBoundingBox();
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@@ -151,8 +151,8 @@ Mesh* MeshManager::LoadPlane(const char* name, float width, float height)
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{
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MeshChunk* chunk = new MeshChunk();
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- float actualWidth = Math::Abs(width) * 0.5f;
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- float actualHeight = Math::Abs(height) * 0.5f;
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+ float actualWidth = math::abs(width) * 0.5f;
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+ float actualHeight = math::abs(height) * 0.5f;
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/**
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@@ -169,14 +169,14 @@ Mesh* MeshManager::LoadPlane(const char* name, float width, float height)
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*/
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// Only a face, with pos, normal and UVs
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- chunk->mVertexList.Append(VertexData(Vec3(-actualWidth, -actualHeight, 0.0f), Vec3::ZAXIS, Vec2(0.0f, 0.0f)));
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- chunk->mVertexList.Append(VertexData(Vec3( actualWidth, -actualHeight, 0.0f), Vec3::ZAXIS, Vec2(1.0f, 0.0f)));
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- chunk->mVertexList.Append(VertexData(Vec3( actualWidth, actualHeight, 0.0f), Vec3::ZAXIS, Vec2(1.0f, 1.0f)));
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- chunk->mVertexList.Append(VertexData(Vec3(-actualWidth, actualHeight, 0.0f), Vec3::ZAXIS, Vec2(0.0f, 1.0f)));
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+ chunk->mVertexList.push_back(VertexData(Vec3(-actualWidth, -actualHeight, 0.0f), Vec3::ZAXIS, Vec2(0.0f, 0.0f)));
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+ chunk->mVertexList.push_back(VertexData(Vec3( actualWidth, -actualHeight, 0.0f), Vec3::ZAXIS, Vec2(1.0f, 0.0f)));
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+ chunk->mVertexList.push_back(VertexData(Vec3( actualWidth, actualHeight, 0.0f), Vec3::ZAXIS, Vec2(1.0f, 1.0f)));
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+ chunk->mVertexList.push_back(VertexData(Vec3(-actualWidth, actualHeight, 0.0f), Vec3::ZAXIS, Vec2(0.0f, 1.0f)));
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// 2 triangles, CCW order
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- chunk->mFaceList.Append(FaceData(0, 1, 2));
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- chunk->mFaceList.Append(FaceData(0, 2, 3));
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+ chunk->mFaceList.push_back(FaceData(0, 1, 2));
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+ chunk->mFaceList.push_back(FaceData(0, 2, 3));
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mesh->AddMeshChunk(chunk);
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mesh->UpdateBoundingBox();
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@@ -225,7 +225,7 @@ Mesh* MeshManager::LoadGrid(const char* name, uint size, float tileSize)
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float xPos = -actual;
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for (uint w = 0; w <= size; w++)
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{
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- chunk->mVertexList.Append(VertexData(Vec3(xPos, 0.0f, zPos), Vec3::YAXIS, Vec2(uCoord, vCoord)));
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+ chunk->mVertexList.push_back(VertexData(Vec3(xPos, 0.0f, zPos), Vec3::YAXIS, Vec2(uCoord, vCoord)));
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xPos += tileSize;
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uCoord += 1.0f;// / ((float)size + 1.0f);
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}
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@@ -240,8 +240,8 @@ Mesh* MeshManager::LoadGrid(const char* name, uint size, float tileSize)
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{
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uint firstRow = (h * (size + 1)) + w;
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uint secondRow = ((h + 1) * (size + 1)) + w;
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- chunk->mFaceList.Append(FaceData(firstRow, firstRow + 1, secondRow + 1));
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- chunk->mFaceList.Append(FaceData(firstRow, secondRow + 1, secondRow));
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+ chunk->mFaceList.push_back(FaceData(firstRow, firstRow + 1, secondRow + 1));
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+ chunk->mFaceList.push_back(FaceData(firstRow, secondRow + 1, secondRow));
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}
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}
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