@@ -406,9 +406,9 @@ function _createConeData(baseRadius, peakRadius, height, heightSegments, capSegm
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var _v = v ;
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v = u ;
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u = _v ;
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- u /= 3 ;
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u = u * primitiveUv1PaddingScale + primitiveUv1Padding ;
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v = v * primitiveUv1PaddingScale + primitiveUv1Padding ;
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+ u /= 3 ;
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uvs1 . push ( u , 1.0 - v ) ;
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if ( ( i < heightSegments ) && ( j < capSegments ) ) {
@@ -453,10 +453,10 @@ function _createConeData(baseRadius, peakRadius, height, heightSegments, capSegm
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uvs . push ( u , 1.0 - v ) ;
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// Pack UV1 to 2nd third
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- u /= 3 ;
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- v /= 3 ;
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u = u * primitiveUv1PaddingScale + primitiveUv1Padding ;
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v = v * primitiveUv1PaddingScale + primitiveUv1Padding ;
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+ u /= 3 ;
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+ v /= 3 ;
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u += 1.0 / 3 ;
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uvs1 . push ( u , 1.0 - v ) ;
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}
@@ -496,10 +496,10 @@ function _createConeData(baseRadius, peakRadius, height, heightSegments, capSegm
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uvs . push ( u , 1.0 - v ) ;
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// Pack UV1 to 3rd third
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- u /= 3 ;
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- v /= 3 ;
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u = u * primitiveUv1PaddingScale + primitiveUv1Padding ;
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v = v * primitiveUv1PaddingScale + primitiveUv1Padding ;
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+ u /= 3 ;
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+ v /= 3 ;
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u += 2.0 / 3 ;
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uvs1 . push ( u , 1.0 - v ) ;
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}
@@ -532,10 +532,10 @@ function _createConeData(baseRadius, peakRadius, height, heightSegments, capSegm
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uvs . push ( u , 1.0 - v ) ;
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// Pack UV1 to 2nd third
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- u /= 3 ;
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- v /= 3 ;
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u = u * primitiveUv1PaddingScale + primitiveUv1Padding ;
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v = v * primitiveUv1PaddingScale + primitiveUv1Padding ;
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+ u /= 3 ;
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+ v /= 3 ;
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u += 1.0 / 3 ;
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uvs1 . push ( u , 1.0 - v ) ;
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@@ -561,10 +561,10 @@ function _createConeData(baseRadius, peakRadius, height, heightSegments, capSegm
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uvs . push ( u , 1.0 - v ) ;
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// Pack UV1 to 3rd third
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- u /= 3 ;
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- v /= 3 ;
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u = u * primitiveUv1PaddingScale + primitiveUv1Padding ;
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v = v * primitiveUv1PaddingScale + primitiveUv1Padding ;
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+ u /= 3 ;
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+ v /= 3 ;
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u += 2.0 / 3 ;
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uvs1 . push ( u , 1.0 - v ) ;
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@@ -965,13 +965,13 @@ function createBox(device, opts) {
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positions . push ( r . x , r . y , r . z ) ;
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normals . push ( faceNormals [ side ] [ 0 ] , faceNormals [ side ] [ 1 ] , faceNormals [ side ] [ 2 ] ) ;
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uvs . push ( u , 1.0 - v ) ;
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- // pack as 3x2
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- // 1/3 will be empty, but it's either that or stretched pixels
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+ // pack as 3x2. 1/3 will be empty, but it's either that or stretched pixels
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// TODO: generate non-rectangular lightMaps, so we could use space without stretching
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- u /= 3 ;
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- v /= 3 ;
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u = u * primitiveUv1PaddingScale + primitiveUv1Padding ;
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v = v * primitiveUv1PaddingScale + primitiveUv1Padding ;
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+ u /= 3 ;
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+ v /= 3 ;
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+
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u += ( side % 3 ) / 3 ;
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v += Math . floor ( side / 3 ) / 3 ;
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uvs1 . push ( u , 1.0 - v ) ;
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