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cleaned up compiler warning
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@ -511,7 +511,6 @@ void VoxelTree::createSphere(float radius, float xc, float yc, float zc, float v
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// If you also iterate form the interior of the sphere to the radius, making
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// larger and larger spheres you'd end up with a solid sphere. And lots of voxels!
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float finalRadius = wantNaturalSurface ? radius : (radius + (voxelSize / 2.0));
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bool lastLayer = false;
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while (!lastLayer) {
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lastLayer = (thisRadius + (voxelSize * 2.0) >= radius);
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