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Don't normalize stretch height
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@ -9,22 +9,6 @@ namespace NewHorizons.Builder.Body.Geometry
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Mesh mesh = new Mesh();
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mesh.name = "CubeSphere";
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float max = 1;
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if (stretch.x > stretch.y && stretch.x > stretch.z)
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max = stretch.x;
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else if (stretch.y > stretch.x && stretch.y > stretch.z)
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max = stretch.y;
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else if (stretch.z > stretch.x && stretch.z > stretch.y)
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max = stretch.z;
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else if (stretch.y == stretch.z && stretch.x > stretch.y)
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max = stretch.x;
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else if (stretch.x == stretch.z && stretch.y > stretch.x)
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max = stretch.y;
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else if (stretch.x == stretch.y && stretch.z > stretch.x)
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max = stretch.z;
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minHeight /= max;
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maxHeight /= max;
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CreateVertices(mesh, resolution, heightMap, minHeight, maxHeight);
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StretchVertices(mesh, stretch);
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CreateTriangles(mesh, resolution);
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