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public static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {w: number; h: number;}, precision: {w: number; h: number;}, scene: Scene, updatable?: boolean): Mesh {
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public static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {w: number; h: number;}, precision: {w: number; h: number;}, scene: Scene, updatable?: boolean): Mesh {
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var vertexData = BABYLON.VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision);
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var vertexData = BABYLON.VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision);
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vertexData.applyToMesh(tiledGround, updatable);
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vertexData.applyToMesh(tiledGround, updatable);
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