Yet another version. I made the distribution of the triangles even and
made the code generate a mesh2 instead of mesh, which saves
calculations. I also did a few other optimizations.
I have removed UV mapping for now, since linear UV mapping probably
won't be of much use anyway. I'm looking into non-linear UV mapping.
By the way Micha, could you set up the editor you use to create spaces
instead of real tabs? I think that's the common standard.
Rune
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