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- int uvIndex;
- float u = 0.0f; // empty tile
- float v = Globals.UV_v;
- for (i=0; i<tiles.Length;i++)
- {
- uvIndex = i * 4;
- uvs[uvIndex + 0] = new Vector2(u, v);
- uvs[uvIndex + 1] = new Vector2(u+Globals.UV_u, v);
- uvs[uvIndex + 2] = new Vector2(u, v+Globals.UV_u);
- uvs[uvIndex + 3] = new Vector2(u+Globals.UV_u, v+Globals.UV_u);
- }
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