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			This commit is contained in:
		@ -1,13 +1,15 @@
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<Project Sdk="Microsoft.NET.Sdk">
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  <PropertyGroup>
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    <TargetFramework>net6.0</TargetFramework>
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    <TargetFramework>net8.0</TargetFramework>
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    <ImplicitUsings>enable</ImplicitUsings>
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    <Nullable>enable</Nullable>
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    <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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  </PropertyGroup>
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  <ItemGroup>
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    <PackageReference Include="Silk.NET.Input" Version="2.20.0" />
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    <PackageReference Include="Silk.NET.OpenGL" Version="2.20.0" />
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  </ItemGroup>
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</Project>
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										13
									
								
								Nebulix/Rendering/Material.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										13
									
								
								Nebulix/Rendering/Material.cs
									
									
									
									
									
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							@ -0,0 +1,13 @@
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using Silk.NET.Core.Native;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Nebulix.Rendering
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{
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	public record class Material(Shader Shader)
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	{
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	}
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}
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										60
									
								
								Nebulix/Rendering/Mesh.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										60
									
								
								Nebulix/Rendering/Mesh.cs
									
									
									
									
									
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							@ -0,0 +1,60 @@
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using Silk.NET.OpenGL;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Nebulix.Rendering
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{
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	public sealed class Mesh
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	{
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		public float[] Vertices { get => vertices; set { vertices = value; regenerate = true; } }
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		public float[] Indices { get => indices; set { indices = value; regenerate = true; } }
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		public float[] Normals { get => normals; }
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		private uint vao = 0, vbo = 0, ebo = 0;
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		private bool regenerate = true;
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		private float[] vertices = [];
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		private float[] indices = [];
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		private float[] normals = [];
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		// getting called by "Engine" which currently is in other assembly, meaning I probably need to make this public
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		internal void Use(GL gl) 
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		{
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			if (regenerate) Generate(gl);
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			gl.BindVertexArray(vao);
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		}
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		private unsafe void Generate(GL gl)
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		{
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			if(vao == 0)
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				vao = gl.CreateVertexArray();
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			if(vbo == 0)
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				vbo = gl.GenBuffer();
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			if(ebo == 0) 
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				ebo = gl.GenBuffer();
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			gl.BindVertexArray(vao);
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			// TODO: verticesData needs to also contain "normals" not just vertices (and uv coords if I decide to add some)
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			ReadOnlySpan<float> verticesData = new(vertices);
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			gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
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			gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(verticesData.Length * sizeof(float)), verticesData, BufferUsageARB.StaticDraw);
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			ReadOnlySpan<float> indicesData = new(indices);
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			gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo);
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			gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indicesData.Length * sizeof(uint)), indicesData, BufferUsageARB.StaticDraw);
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			// vertices
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			gl.EnableVertexAttribArray(0);
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			gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), (void*)0);
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			gl.EnableVertexAttribArray(1);
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			gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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		}
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	}
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}
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@ -2,7 +2,7 @@
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using Silk.NET.OpenGL;
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using System.Numerics;
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namespace Engine_silk.NET.Shaders;
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namespace Nebulix.Rendering;
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public class Shader
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{
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@ -5,7 +5,7 @@ using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Engine_silk.NET.Shaders;
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namespace Nebulix.Rendering;
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[Serializable]
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@ -4,7 +4,7 @@ using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Engine_silk.NET.Shaders;
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namespace Nebulix.Rendering;
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[Serializable]
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@ -32,6 +32,7 @@
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  <ItemGroup>
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    <Folder Include="images\" />
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    <Folder Include="Shaders\" />
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  </ItemGroup>
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  <ItemGroup>
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@ -2,6 +2,7 @@
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using Engine_silk.NET.Textures;
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using Nebulix.InputSystem;
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using Nebulix.Rendering;
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using Silk.NET.Input;
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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@ -23,7 +24,7 @@ public static class Program
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	private static IWindow _window;
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	private static GL _gl;
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	private static Shaders.Shader _shader;
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	private static Nebulix.Rendering.Shader _shader;
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	private static Texture2D _texture;
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	private static Camera _cam;
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	private static Vector2 _lastMousePosition;
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@ -147,7 +148,7 @@ public static class Program
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		//fixed (uint* buffer = indices)
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		//	_gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indices.Length * sizeof(uint)), buffer, BufferUsageARB.StaticDraw);
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		_shader = new Shaders.Shader(_gl, "shader.vert", "shader.frag");
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		_shader = new Nebulix.Rendering.Shader(_gl, "shader.vert", "shader.frag");
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		_gl.EnableVertexAttribArray(0);
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		_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), (void*)0);
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@ -1,4 +1,5 @@
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using Silk.NET.Maths;
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using Nebulix.Rendering;
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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namespace Engine_silk.NET
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@ -43,35 +44,40 @@ namespace Engine_silk.NET
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			return new ReadOnlySpan<float>(finalArray);
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		}
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		/// <param name="normal">The unit vector in which the side should point. E.g. Vector.Up</param>
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		private (float[], float[]) GetSide(Vector3D<float> normal)
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		[Obsolete("Use Sphere.GetFace(Vector3D<float>) instead")]
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		private (float[], float[]) GetSide(Vector3D<float> localUp)
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		{
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			//float upperBound = radius, lowerBound = -radius;
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			float stepSize = 2f / resolution;
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			List<float> vertices = new((int)(3 * resolution * resolution * 2)); // resolution * resolution == number of rows/columns; 3 * ... == each vertex has 3 positions; 2 * ... == vertex also needs normal
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			Vector3D<float> position = normal;
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			for (int row = 0; row <= resolution; row++)
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			Vector3D<float> position = localUp;
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			for (uint y = 0; y <= resolution; y++)
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			{
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				for (int col = 0; col <= resolution; col++)
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				for (uint x = 0; x <= resolution; x++)
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				{
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					if (normal.X != 0)
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					uint i = x + y * resolution;
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					Vector2D<float> percent = new Vector2D<float>(x, y) / (resolution - 1);
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					//Vector3D<float> pointOnUnitCube = localUp + (percent.X - 0.5f) * stepSize * 
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					if (localUp.X != 0)
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					{
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						position.Y = row * stepSize - 1;
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						position.Z = col * stepSize - 1;
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						position.Y = x * stepSize - 1;
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						position.Z = y * stepSize - 1;
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					}
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					else if (normal.Y != 0)
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					else if (localUp.Y != 0)
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					{
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						position.X = row * stepSize - 1;
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						position.Z = col * stepSize - 1;
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						position.X = x * stepSize - 1;
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						position.Z = y * stepSize - 1;
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					}
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					else if (normal.Z != 0)
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					else if (localUp.Z != 0)
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					{
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						position.X = row * stepSize - 1;
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						position.Y = col * stepSize - 1;
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						position.X = x * stepSize - 1;
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						position.Y = y * stepSize - 1;
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					}
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                    vertices.AddRange([position.X, position.Y, position.Z, normal.X, normal.Y, normal.Z]);
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                    vertices.AddRange([position.X, position.Y, position.Z, localUp.X, localUp.Y, localUp.Z]);
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				}
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			}
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@ -97,26 +103,21 @@ namespace Engine_silk.NET
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            return (vertices.ToArray(), []);
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		}
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		// top left origin, stepsizeX, stepsizeY (maybe index of first vertex?)
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		// https://youtu.be/QN39W020LqU?si=a66D1Lnic1vNaC6l&t=89
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		private Face Quad(uint resolution, uint row, uint column)
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		// https://github.com/SebLague/Procedural-Planets/blob/master/Procedural%20Planet%20E01/Assets/TerrainFace.cs
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		/// <param name="localUp">The unit vector in which the side should point. E.g. Vector.UnitX</param>
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		public Mesh GetFace(Vector3D<float> localUp)
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		{
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			// TODO: change coordinates according to the direction the quad should be looking
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			// https://catlikecoding.com/unity/tutorials/procedural-meshes/cube-sphere/
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			float[] vertices = [
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				 1.0f,  1.0f, 0.0f,  // top right
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				 1.0f, -1.0f, 0.0f,  // bottom right
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				-1.0f, -1.0f, 0.0f,  // bottom left
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				-1.0f,  1.0f, 0.0f   // top left 
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			];
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			uint[] indices = [
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				0, 1, 3,   // first triangle
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				1, 2, 3    // second triangle
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			];
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			return new Face(vertices, indices);
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			// this all probably needs to be rewritten to use the "Face" record below and split the stuff better
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			return new Mesh();
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		}
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	}
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	internal record struct Face(float[] Vertices, uint[] Indices);
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	internal record struct Face
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	{
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		public Face()
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		{
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		}
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	}
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}
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