 With 2, it looks like a golfball
 With 3 and more, it looks like a Civilization V map
 
-Don't use it with more than 3 subdivisions
-
+Default UV mapping is homotilic.
+Homotilic : all hexagons share the same UV mapping, and all pentagons too.
+The texture is divided in two squares.
+On the left, fill the inscribed pentagon of the inscribed circle of the left square.
+On the right, fill the inscribed hexagon of the inscribed circle of the right square.
+Both polygons point upwards.
+
+Don't use it with more than 3 subdivisions.
 ¡ THIS SCALES BADLY ! O(4^n) at least
 
 Options:


      currentVertexBufferIndex += n * 9

    # UVs
    # Each triangle face is one of two uv triangles, bottom-left or top-right
    # Proper default mapping is non-trivial
    # need uv mapping specs, spy and tools before further continuation
    for i in [0...vertices.length] by 9
      if i % 2 == 0
        textureCoords.push 0, 0, 1, 1, 1, 0
      else
        textureCoords.push 0, 0, 0, 1, 1, 1

    true # don't return an array, it's faster

      if isIn(vertex, icosahedronVertices)
        n = 5
        @_pushPentagonUV textureCoords
      else
        n = 6
        @_pushHexagonUV textureCoords

      closestVertices = getClosestVertices vertex, centerVertices, n

