create mesh

hello,
why when i create a mesh like this:

vertices[0] = new Vector3;
vertices[1] = new Vector3;
vertices[2] = new Vector3;
vertices[3] = new Vector3;

tri[0] = 0;
tri[1] = 1;
tri[2] = 2;

tri[3] = 2;
tri[4] = 3;
tri[5] = 0;

and use texture on it, i can see one triangle on the one hand, and second - on the other.
How i can change this?

PS: sorry my “perfect” english

It because the order that you give indices determines its facing direction (this is called trianlge winding). Clockwise points one way, counter-clockwise points the other.
Change the second set to 0,3,2

ty, but i know this, i cant change second(
There may be another way to do this?

vertices[0] = new Vector3;
vertices[1] = new Vector3;
vertices[2] = new Vector3;
vertices[3] = new Vector3;

tri[0] = 0;
tri[1] = 1;
tri[2] = 2;

tri[3] = 2; //tri[3] = 0
tri[4] = 3; //tri[4] = 3
tri[5] = 0; //tri[5] = 2

haha, sry man, you dont understand…i cant change because i have a large dynamamic mesh, and i cant change because uv will not be displayed correctly!!! I dont want change code and need another way to solve the problem.

PS: sorry my “perfect” english

So adapt! you need to change the order of the triangle indices to get them winding correctly.
The only other immediate solution is to use a shader that doesnt cull backfacers (cull off)