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Back to work

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This next image for dodecahellspawn is fairly subjective. It just shows a numbering for faces and vertices. When you get right down to it, almost any numbering scheme will work. This one exploits a few regularities that makes the numbers easier to generate in a few spots. For example: faces on opposite sides have numbers that add up to 11, and directly oppossite vertices have numbers that add up to 19. The way that the vertices are ordered also make it possible to define all the coordinates in a relatively simple for loop.

This should be enough background to start rendering a dodecahedron now. So next up, actual coding.
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