Work on minimizing terrain cell poly usage
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@ -420,6 +420,10 @@ public class ModelUtils {
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for(int x = 0; x < width - 1; x = x + stride){
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quadCurrent = null;
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for(int y = 0; y < height - 1; y = y + stride){
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if((x == 5 && y == 2)){
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System.out.println(quadCurrent);
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// continue;
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}
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if(quadCurrent == null){
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minVal = 100000000;
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maxVal = 0;
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@ -452,7 +456,8 @@ public class ModelUtils {
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}
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boolean textureMatch = false;
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float texture = -1;
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if(x+stride < width - 1 && y+stride < height -1 && texturemap[x][y] == texturemap[x+stride][y] &&
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if(x+stride < width - 1 && y+stride < height -1 &&
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texturemap[x][y] == texturemap[x+stride][y] &&
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texturemap[x][y] == texturemap[x][y+stride] &&
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texturemap[x][y] == texturemap[x+stride][y+stride]){
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@ -496,7 +501,8 @@ public class ModelUtils {
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if(newMax - newMin < MINIMIZATION_DIFF_MAX &&
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texturemap[quadCurrent.startX][quadCurrent.startY] == texturemap[x+stride][y] &&
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texturemap[quadCurrent.startX][quadCurrent.startY] == texturemap[x][y+stride] &&
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texturemap[quadCurrent.startX][quadCurrent.startY] == texturemap[x+stride][y+stride]
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texturemap[quadCurrent.startX][quadCurrent.startY] == texturemap[x+stride][y+stride] &&
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texturemap[x+stride][y+stride] == quadCurrent.texture
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){
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//add to quad
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quadCurrent.endY = y + stride;
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@ -578,7 +584,9 @@ public class ModelUtils {
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// finalQuads.add(currentQuad);
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for(QuadToGenerate current : finalQuads){
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// System.out.println(current.startX + " " + current.startY + " " + current.endX + " " + current.endY);
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if(current.startX > 0 && current.startY > 0 && current.endX < 99 && current.endY < 99){
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System.out.println(current.startX + " " + current.startY + " " + current.endX + " " + current.endY);
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}
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}
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// System.out.println(finalQuads.size());
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