Generates a quad based mesh which is cut cuts amount of times
vec2i size - size of the mesh uvBounds - x, y UV coordinates + width/height in UV coordinate space cuts - how many time to cut the mesh on the X and Y axis
Size of Texture Uses all of UV width > height MeshData.createQuadMesh(vec2i(texture.width, texture.height), vec4(0, 0, 1, 1), vec2i(32, 16))
See Implementation
Generates a quad based mesh which is cut cuts amount of times
vec2i size - size of the mesh uvBounds - x, y UV coordinates + width/height in UV coordinate space cuts - how many time to cut the mesh on the X and Y axis