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Question by pugzy · Dec 10, 2014 at 10:54 AM · meshproceduralplane

How to create a grid with four 4 triangle squares?

I'm trying to make a grid of squares that's divided twice, instead of once. I got a row that creates perfectly, but when z > 0, the top and right triangles don't show up correctly.

     void genSquare(int x, int z)
     {
 
         verts.Add (new Vector3(x,  0, z));
         verts.Add (new Vector3(x + 1,  1, 0));
         verts.Add(new Vector3(x, 0, z - 1));
         verts.Add (new Vector3(x + 1, 0, z - 1));
         verts.Add (new Vector3(x + 0.5f,  0f, z - 0.5f));
 
 
 
         //Left
         tris.Add ((squares * 5)+ 2);
         tris.Add ((squares * 5) + 0);
         tris.Add ((squares * 5) + 4);
 
         //Bottom
         tris.Add ((squares * 5)  + 3);
         tris.Add ((squares * 5) +  2);
         tris.Add ((squares * 5) + 4);
 
 
         //Right
         tris.Add ((squares * 5) + 1);
         tris.Add ((squares * 5) + 3);
         tris.Add ((squares * 5) + 4);
 
         //Top
         tris.Add ((squares * 5) + 0);
         tris.Add ((squares * 5) + 1);
         tris.Add ((squares * 5) + 4);
 
         squares++;
 
     }
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Answer by Ijatsu · Dec 10, 2014 at 02:21 PM

I think the problem is your second vertex: (x + 1, 1, 0) instead of (x+1, 0, z), it's the superior right corner and if z>1 then it becomes the inferior right corner, which screws everything. Also I think the y value is a mistake too.

I'm barely sure you'll reply that you corrected it already, don't worry, everyone knows you have to ask someone before you find the answer yourself. :D

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avatar image pugzy · Dec 10, 2014 at 05:55 PM 0
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Ah! Thank you! the y coordinate shouldn't have been there. But I totally missed that 0. Thanks!

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