Putting it all together and testing it.
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@@ -46,15 +46,17 @@ tileset_t * tilesetCreate(
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borderX + (tileset->divX * x) + (gapX * x)
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) / width;
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tileset->divisions[i].x1 = tileset->divisions[i].x0 + tdivX;
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// tileset->divisions[i].y0 = (borderY + (divY * y) + (gapY * y)) / height;
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// tileset->divisions[i].y1 = tileset->divisions[i].y0 + tdivY;
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// Vertically flipped for OpenGL
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tileset->divisions[i].y1 = (
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tileset->divisions[i].y0 = (
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borderY + (tileset->divY * y) + (gapY * y)
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) / height;
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tileset->divisions[i].y0 = tileset->divisions[i].y1 + tdivY;
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tileset->divisions[i].y1 = tileset->divisions[i].y0 + tdivY;
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// Vertically flipped if necessary
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// tileset->divisions[i].y1 = (
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// borderY + (tileset->divY * y) + (gapY * y)
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// ) / height;
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// tileset->divisions[i].y0 = tileset->divisions[i].y1 + tdivY;
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}
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}
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