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Generating 36 vertices instead of 24 #24

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@TeriyakiGod

for (int p = 0; p < 6; p++) {
for (int i = 0; i < 6; i++) {
int triangleIndex = VoxelData.voxelTris [p, i];
vertices.Add (VoxelData.voxelVerts [triangleIndex]);
triangles.Add (vertexIndex);
uvs.Add (VoxelData.voxelUvs [i]);
vertexIndex++;
}
}

This loop generates 6 vertices per face when it should be 4 vertices because 2 triangles on one cube face should share 2 vertices.

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