Fix insert to normals in generateSegmentedPlane using wrong end iterator
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@ -313,7 +313,7 @@ Mesh generateSphere(float sphereRadius, int slices, int layers) {
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return mesh;
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}
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Mesh generateSegmentedPlane(float width, float height, uint x_segments, uint y_segments) {
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Mesh generateSegmentedPlane(float width, float height, uint x_segments, uint y_segments, float uv_scale) {
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// i should perhaps initialize these to the length they should be, but insert is prettier :3
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vector<vec3> vertices;
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vector<vec3> normals;
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@ -322,8 +322,8 @@ Mesh generateSegmentedPlane(float width, float height, uint x_segments, uint y_s
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float step_x = width/x_segments;
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float step_y = height/y_segments;
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float tex_step_x = 1.0/x_segments;
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float tex_step_y = 1.0/y_segments;
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float tex_step_x = uv_scale/x_segments;
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float tex_step_y = uv_scale/y_segments;
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uint index_offset = 0;
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for (uint x = 0; x < x_segments; x++)
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@ -334,7 +334,7 @@ Mesh generateSegmentedPlane(float width, float height, uint x_segments, uint y_s
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vec3(step_x*(x+1), step_y*(y+0), 0),
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vec3(step_x*(x+1), step_y*(y+1), 0),
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});
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normals.insert(vertices.end(), {
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normals.insert(normals.end(), {
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vec3(0.0, 0.0, 1.0),
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vec3(0.0, 0.0, 1.0),
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vec3(0.0, 0.0, 1.0),
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@ -2,4 +2,5 @@
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#include "mesh.h"
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Mesh generateBox(float width, float height, float depth, bool flipFaces = false);
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Mesh generateSphere(float radius, int slices, int layers);
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Mesh generateSphere(float radius, int slices, int layers);
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Mesh generateSegmentedPlane(float width, float height, uint x_segments, uint y_segments, float uv_scale = 1.0);
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