// Without annotation, 42 is int
Фото: Влад Некрасов / Коммерсантъ
。pg电子官网对此有专业解读
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The key constraint: every tile is exactly 2 world units wide, and edge types must align perfectly at the hex boundaries. Getting UVs right means the texture atlas maps correctly across tile seams. A misaligned UV by even a few pixels creates a visible seam line that breaks the illusion.