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			@ -920,8 +920,8 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) | 
			
		
		
	
		
			
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			    Color *cubicmapPixels = GetImageData(cubicmap); | 
			
		
		
	
		
			
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			    int mapWidth = cubicmap.widtho">*(int)cubeSize.x; | 
			
		
		
	
		
			
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			    int mapHeight = cubicmap.heighto">*(int)cubeSize.z; | 
			
		
		
	
		
			
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			    int mapWidth = cubicmap.width; | 
			
		
		
	
		
			
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			    int mapHeight = cubicmap.height; | 
			
		
		
	
		
			
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			    // NOTE: Max possible number of triangles numCubes * (12 triangles by cube) | 
			
		
		
	
		
			
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			    int maxTriangles = cubicmap.width*cubicmap.height*12; | 
			
		
		
	
	
		
			
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			@ -961,19 +961,19 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) | 
			
		
		
	
		
			
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			    RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f }; | 
			
		
		
	
		
			
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			    RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f }; | 
			
		
		
	
		
			
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			    for (int z = 0; z < mapHeight; n">z += cubeSize.z) | 
			
		
		
	
		
			
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			    for (int z = 0; z < mapHeight; o">++z) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        for (int x = 0; x < mapWidth; n">x += cubeSize.x) | 
			
		
		
	
		
			
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			        for (int x = 0; x < mapWidth; o">++x) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            // Define the 8 vertex of the cube, we will combine them accordingly later... | 
			
		
		
	
		
			
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			            Vector3 v1 = { x - w/2, h2, z - h/2 }; | 
			
		
		
	
		
			
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			            Vector3 v2 = { x - w/2, h2, z + h/2 }; | 
			
		
		
	
		
			
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			            Vector3 v3 = { x + w/2, h2, z + h/2 }; | 
			
		
		
	
		
			
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			            Vector3 v4 = { x + w/2, h2, z - h/2 }; | 
			
		
		
	
		
			
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			            Vector3 v5 = { x + w/2, 0, z - h/2 }; | 
			
		
		
	
		
			
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			            Vector3 v6 = { x - w/2, 0, z - h/2 }; | 
			
		
		
	
		
			
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			            Vector3 v7 = { x - w/2, 0, z + h/2 }; | 
			
		
		
	
		
			
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			            Vector3 v8 = { x + w/2, 0, z + h/2 }; | 
			
		
		
	
		
			
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			            Vector3 v1 = { w * (x - .5f), h2, h * (z - .5f) }; | 
			
		
		
	
		
			
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			            Vector3 v2 = { w * (x - .5f), h2, h * (z + .5f) }; | 
			
		
		
	
		
			
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			            Vector3 v3 = { w * (x + .5f), h2, h * (z + .5f) }; | 
			
		
		
	
		
			
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			            Vector3 v4 = { w * (x + .5f), h2, h * (z - .5f) }; | 
			
		
		
	
		
			
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			            Vector3 v5 = { w * (x + .5f), 0, h * (z - .5f) }; | 
			
		
		
	
		
			
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			            Vector3 v6 = { w * (x - .5f), 0, h * (z - .5f) }; | 
			
		
		
	
		
			
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			            Vector3 v7 = { w * (x - .5f), 0, h * (z + .5f) }; | 
			
		
		
	
		
			
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			            Vector3 v8 = { w * (x + .5f), 0, h * (z + .5f) }; | 
			
		
		
	
		
			
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			            // We check pixel color to be WHITE, we will full cubes | 
			
		
		
	
		
			
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			            if ((cubicmapPixels[z*cubicmap.width + x].r == 255) && | 
			
		
		
	
	
		
			
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