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uv fix
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@@ -66,7 +66,8 @@ CreateKnotGeometry(void)
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V3d ring = add(scale(n, cosf(a)), scale(b, sinf(a)));
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verts[v] = add(c, scale(ring, tuberad));
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norms[v] = ring;
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uv[v].u = (float)i/SEGS*24.0f;
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// keep u*texwidth below the ~1024 texel GS limit
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uv[v].u = (float)i/SEGS*6.0f;
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uv[v].v = (float)j/SIDES;
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v++;
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}
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