I've added all the basic mesh shapes for marching cubes. Later we need to replace each one with a cool model.
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1/Diffuse.png
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1/Metal.jpg
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1/MetalFloor.blend
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10/Diffuse.png
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10/Metal.jpg
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10/MetalFloor.blend
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11/Diffuse.png
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11/Metal.jpg
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11/MetalFloor.blend
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12/Diffuse.png
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12/Metal.jpg
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12/MetalFloor.blend
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13/Diffuse.png
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13/Metal.jpg
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13/MetalFloor.blend
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14/Diffuse.png
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14/Metal.jpg
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14/MetalFloor.blend
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2/Diffuse.png
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2/Metal.jpg
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2/MetalFloor.blend
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3/Diffuse.png
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3/Metal.jpg
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3/MetalFloor.blend
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4/Diffuse.png
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4/Metal.jpg
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4/MetalFloor.blend
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5/Diffuse.png
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5/Metal.jpg
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5/MetalFloor.blend
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6/Diffuse.png
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6/Metal.jpg
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6/MetalFloor.blend
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7/Diffuse.png
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7/Metal.jpg
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7/MetalFloor.blend
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8/Diffuse.png
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8/Metal.jpg
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8/MetalFloor.blend
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9/Diffuse.png
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9/Metal.jpg
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9/MetalFloor.blend
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FolderMap.jpg
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Reference.txt
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@ -0,0 +1,2 @@
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References:
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The basic mesh shapes to model off of: https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-1-generating-complex-procedural-terrains-using-gpu
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