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@@ -67,14 +67,14 @@ Centered around the origin we can add the vertex positions like this
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```js
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const geometry = new THREE.Geometry();
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+geometry.vertices.push(
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-+ new THREE.Vector3(-1, -1, -1), // 0
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-+ new THREE.Vector3( 1, -1, -1), // 1
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-+ new THREE.Vector3(-1, 1, -1), // 2
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-+ new THREE.Vector3( 1, 1, -1), // 3
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-+ new THREE.Vector3(-1, -1, 1), // 4
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-+ new THREE.Vector3( 1, -1, 1), // 5
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-+ new THREE.Vector3(-1, 1, 1), // 6
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-+ new THREE.Vector3( 1, 1, 1), // 7
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++ new THREE.Vector3(-1, -1, 1), // 0
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++ new THREE.Vector3( 1, -1, 1), // 1
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++ new THREE.Vector3(-1, 1, 1), // 2
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++ new THREE.Vector3( 1, 1, 1), // 3
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++ new THREE.Vector3(-1, -1, -1), // 4
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++ new THREE.Vector3( 1, -1, -1), // 5
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++ new THREE.Vector3(-1, 1, -1), // 6
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++ new THREE.Vector3( 1, 1, -1), // 7
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+);
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```
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@@ -96,24 +96,24 @@ the cube like this
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```js
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geometry.faces.push(
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- // front
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- new THREE.Face3(0, 2, 3),
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- new THREE.Face3(0, 3, 1),
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- // right
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- new THREE.Face3(1, 3, 7),
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- new THREE.Face3(1, 7, 5),
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- // back
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- new THREE.Face3(5, 7, 6),
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- new THREE.Face3(5, 6, 4),
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- // left
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- new THREE.Face3(4, 6, 2),
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- new THREE.Face3(4, 2, 0),
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- // top
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- new THREE.Face3(2, 6, 7),
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- new THREE.Face3(2, 7, 3),
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- // bottom
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- new THREE.Face3(4, 0, 1),
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- new THREE.Face3(4, 1, 5),
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+ // front
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+ new THREE.Face3(0, 3, 2),
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+ new THREE.Face3(0, 1, 3),
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+ // right
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+ new THREE.Face3(1, 7, 3),
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+ new THREE.Face3(1, 5, 7),
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+ // back
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+ new THREE.Face3(5, 6, 7),
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+ new THREE.Face3(5, 4, 6),
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+ // left
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+ new THREE.Face3(4, 2, 6),
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+ new THREE.Face3(4, 0, 2),
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+ // top
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+ new THREE.Face3(2, 7, 6),
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+ new THREE.Face3(2, 3, 7),
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+ // bottom
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+ new THREE.Face3(4, 1, 0),
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+ new THREE.Face3(4, 5, 1),
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);
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```
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@@ -267,25 +267,25 @@ layers of parallel arrays to the `faces` array which is set via `Geometry.faceVe
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For our cube we could do something like
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```js
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- geometry.faceVertexUvs[0].push(
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- // front
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- [ new THREE.Vector2(0, 0), new THREE.Vector2(0, 1), new THREE.Vector2(1, 1) ],
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- [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(1, 0) ],
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- // right
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- [ new THREE.Vector2(0, 0), new THREE.Vector2(0, 1), new THREE.Vector2(1, 1) ],
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- [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(1, 0) ],
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- // back
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- [ new THREE.Vector2(0, 0), new THREE.Vector2(0, 1), new THREE.Vector2(1, 1) ],
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- [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(1, 0) ],
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- // left
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- [ new THREE.Vector2(0, 0), new THREE.Vector2(0, 1), new THREE.Vector2(1, 1) ],
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- [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(1, 0) ],
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- // top
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- [ new THREE.Vector2(0, 0), new THREE.Vector2(0, 1), new THREE.Vector2(1, 1) ],
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- [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(1, 0) ],
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- // bottom
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- [ new THREE.Vector2(0, 0), new THREE.Vector2(0, 1), new THREE.Vector2(1, 1) ],
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- [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(1, 0) ],
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+geometry.faceVertexUvs[0].push(
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+ // front
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+ [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(0, 1) ],
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+ [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 0), new THREE.Vector2(1, 1) ],
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+ // right
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+ [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(0, 1) ],
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+ [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 0), new THREE.Vector2(1, 1) ],
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+ // back
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+ [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(0, 1) ],
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+ [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 0), new THREE.Vector2(1, 1) ],
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+ // left
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+ [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(0, 1) ],
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+ [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 0), new THREE.Vector2(1, 1) ],
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+ // top
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+ [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(0, 1) ],
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+ [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 0), new THREE.Vector2(1, 1) ],
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+ // bottom
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+ [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(0, 1) ],
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+ [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 0), new THREE.Vector2(1, 1) ],
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);
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```
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