api: flatten model uvs
This drastically reduces the number of allocated float arrays on the heap just by flattening the uvs into a single array per model
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@@ -72,8 +72,7 @@ public interface Model extends Renderable
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short[] getFaceTextures();
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float[][] getFaceTextureUCoordinates();
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float[][] getFaceTextureVCoordinates();
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float[] getFaceTextureUVCoordinates();
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void calculateExtreme(int orientation);
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