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Fix documentation of uv_remap=:sphere to match improved logic
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docs/canvas3d.md

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@@ -940,7 +940,10 @@ The supported mappings are:
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and intersects this ray with a sphere at the model origin. The Equirectangular
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projection coordinates of that point on the sphere will be used as the UV for
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the vertex. This matches the projection used by the `!sphere` primitive. You
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should not expect this to produce sensible results for a non-convex shape.
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should not expect this to produce sensible results for a non-convex shape. The
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spherical remapping will duplicate vertices for faces that straddle the 0°
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longitude line to ensure correct texture-mapping. Use the `repeat=` material
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attribute to set U axis wrapping (See [Texture Mapping](#texture-mapping)).
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`:plane`
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: This maps UV coordinates according to the *x* and *y* coordinates of each
@@ -952,13 +955,6 @@ onto the surface of a 3D relief. As this mapping *only* uses the *x* and
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*y* coordinates, the underside will be a flipped version of the top, and the
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sides will be stretched versions of the edge pixels.
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:::{note}
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Note that correct spherical mapping requires a seam on the 0 longitude line
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where the texture wraps around from the right to the left side. Any faces that
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span this line will show clear visual distortions as the `:sphere` mapping
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algorithm will *not* create this seam.
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:::
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## Constructive Solid Geometry
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**Flitter** supports [Constructive Solid

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