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swap face normals
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@ -23,12 +23,12 @@ const CUBE_FACE_VERTICES: [[Vec3A; 4]; 6] = [
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[vec3a(1., 0., 1.), vec3a(1., 1., 1.), vec3a(0., 0., 1.), vec3a(0., 1., 1.)],
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[vec3a(1., 0., 1.), vec3a(1., 1., 1.), vec3a(0., 0., 1.), vec3a(0., 1., 1.)],
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[vec3a(0., 0., 1.), vec3a(0., 0., 0.), vec3a(1., 0., 1.), vec3a(1., 0., 0.)],
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[vec3a(0., 0., 1.), vec3a(0., 0., 0.), vec3a(1., 0., 1.), vec3a(1., 0., 0.)],
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];
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];
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const CUBE_FACE_NORMALS: [Vec3A; 6] = [ //this is likely incorrect for a right handed system
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const CUBE_FACE_NORMALS: [Vec3A; 6] = [
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vec3a(0., 1., 0.),
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vec3a(0., 1., 0.),
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vec3a(0., 0., 1.),
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vec3a(0., 0., -1.),
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vec3a(-1.,0., 0.),
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vec3a(-1.,0., 0.),
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vec3a(1., 0., 0.),
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vec3a(1., 0., 0.),
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vec3a(0., 0., -1.),
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vec3a(0., 0., 1.),
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vec3a(0., -1.,0.)
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vec3a(0., -1.,0.)
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];
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];
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const CUBE_FACE_INDICES: [u32; 6] = [0, 1, 2, 2, 1, 3];
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const CUBE_FACE_INDICES: [u32; 6] = [0, 1, 2, 2, 1, 3];
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