fixed
they're now unified, but flipped :P
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								app.js
									
									
									
									
									
								
							
							
						
						
									
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								app.js
									
									
									
									
									
								
							@ -23,7 +23,6 @@ let rebuildSurface = inVoxels =>
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    surfaceCubeGeometry.setAttribute("position", new T.BufferAttribute(pos, 3));
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    surfaceCubeGeometry.setIndex(ind);
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    //surfaceCubeGeometry.computeVertexNormals();
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};
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rebuildSurface(voxels);
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								region.js
									
									
									
									
									
								
							
							
						
						
									
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								region.js
									
									
									
									
									
								
							@ -136,13 +136,13 @@ const Region =
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                CD = Region.I(x,   y-1, z  );
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                CB = Region.I(x,   y,   z-1);
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                if(!inVoxels[BU]){ Face(BU, BC, TC, TU); } // XZ (away from origin) | "top" (these labels assume y-up)
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                if(!inVoxels[BR]){ Face(BC, BR, TR, TC); } // YZ (away from origin) | "side"
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                if(!inVoxels[TA]){ Face(TA, TU, TC, TR); } // XY (away from origin) | "side"
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                if(!inVoxels[BU]){ Face(BU, BC, TC, TU); } // XZ (away from origin)
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                if(!inVoxels[BR]){ Face(BC, BR, TR, TC); } // YZ (away from origin)
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                if(!inVoxels[TA]){ Face(TA, TU, TC, TR); } // XY (away from origin)
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                if(!inVoxels[CL]){ Face(BA, BU, TU, TA); } // YZ (touches the origin) | "side"
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                if(!inVoxels[CD]){ Face(BR, BA, TA, TR); } // XZ (touches the origin) | "bottom"
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                if(!inVoxels[CB]){ Face(BA, BU, BC, BR); } // XY (touches the origin) | "side" <-- this one needs normals flipped
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                if(!inVoxels[CL]){ Face(BA, BU, TU, TA); } // YZ (touches the origin)
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                if(!inVoxels[CD]){ Face(BR, BA, TA, TR); } // XZ (touches the origin)
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                if(!inVoxels[CB]){ Face(BU, BA, BR, BC); } // XY (touches the origin)
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            }
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        }
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