@@ -288,7 +288,7 @@ namespace Dreamteck.Splines
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float anglePercent = (float)lon / sides;
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int index = bodyVertexCount + lon + (lat-1) * (sides + 1);
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Quaternion rot = Quaternion.AngleAxis(_revolve * anglePercent + rotation + 180f, -Vector3.forward) * Quaternion.AngleAxis(latAngle, Vector3.up);
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_tsMesh.vertices[index] = center + lookRot * rot * -Vector3.right * (size * 0.5f * evalResult.size);
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_tsMesh.vertices[index] = center + lookRot * rot * -Vector3.right * (size * 0.5f * resultSize);
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_tsMesh.colors[index] = vertexColor;
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_tsMesh.normals[index] = (_tsMesh.vertices[index] - center).normalized;
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float baseV = startV + capLengthPercent * latitudePercent;
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@@ -348,7 +348,7 @@ namespace Dreamteck.Splines
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float anglePercent = (float)lon / sides;
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int index = bodyVertexCount + capVertexCount + lon + (lat - 1) * (sides + 1);
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Quaternion rot = Quaternion.AngleAxis(_revolve * anglePercent + rotation + 180f, Vector3.forward) * Quaternion.AngleAxis(latAngle, -Vector3.up);
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_tsMesh.vertices[index] = center + lookRot * rot * Vector3.right * size * 0.5f * evalResult.size;
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_tsMesh.vertices[index] = center + lookRot * rot * Vector3.right * size * 0.5f * resultSize;
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_tsMesh.normals[index] = (_tsMesh.vertices[index] - center).normalized;
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_tsMesh.colors[index] = vertexColor;
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float baseV = startV + capLengthPercent * latitudePercent;
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