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        public struct VertexMultitextured
        {
            public Vector3 Position;
            public Vector3 Normal;
            public Vector4 TextureCoordinate;
            public Vector4 TexWeights;
            public static int SizeInBytes = (3 + 3 + 4 + 4) * sizeof(float);
            public static VertexElement[]
                VertexElements = new[]
                                     {
                                         new VertexElement(0, VertexElementFormat.Vector3,
                                                           VertexElementUsage.Position, 0),
                                         new VertexElement(sizeof (float)*3,
                                                           VertexElementFormat.Vector3,
                                                           VertexElementUsage.TextureCoordinate, 0),
                                         new VertexElement(sizeof (float)*6,
                                                           VertexElementFormat.Vector4,
                                                           VertexElementUsage.TextureCoordinate, 1),
                                         new VertexElement(sizeof (float)*10,
                                                           VertexElementFormat.Vector4,
                                                           VertexElementUsage.TextureCoordinate, 2),
                                     };
        }
        public int Width { get; private set; }
        public int Height { get; private set; }
        private Effect effect;
        private Texture2D bitmap;
        private Texture2D[] textures;
        private string asset;
        private string[] textureAssets;
        private float[,] data;
        private int minheight;
        private int maxheight;
        private VertexMultitextured[] vertices;
        private int[] indices;
        private VertexDeclaration vertexDeclaration;
        private Matrix world;
