[SOLVED]
Code Error in vertices index. Some vertices equal to zero.
Maybe can get some ideas from these,
http://wiki.unity3d.com/index.php/CreatePlane
Three.js PlaneGeometry.js to Unity C# « Unity Coding – Unity3D (see the comments section for working example)
Ok, thanks, I’ll look, and comment that this has gone.
Second test:
In the script http://wiki.unity3d.com/index.php/CreatePlane, I dont’t see differences between:
index = 0;
for (int y = 0; y < lengthSegments; y++)
{
for (int x = 0; x < widthSegments; x++)
{
triangles[index] = (y * hCount2) + x;
triangles[index+1] = ((y+1) * hCount2) + x;
triangles[index+2] = (y * hCount2) + x + 1;
triangles[index+3] = ((y+1) * hCount2) + x;
triangles[index+4] = ((y+1) * hCount2) + x + 1;
triangles[index+5] = (y * hCount2) + x + 1;
index += 6;
}
}
And,
for(i=0;i<divisionY;i++){
for(w=0;w<divisionX;w++){
q=(w+i*divisionX)*6;
triangles[q+1] = (i+1)*(divisionX+1)+w;
triangles[q] = i*(divisionX+1)+w;
triangles[q+2] = triangles[q]+1;
Debug.Log((i*(divisionX)*2+w*2).ToString()+" : "+triangles[q].ToString()+triangles[q+1].ToString()+triangles[q+2].ToString());
triangles[q+3] = triangles[q+1];
triangles[q+4] = triangles[q+3]+1;
triangles[q+5] = triangles[q+2];
Debug.Log((i*(divisionX)*2+w*2+1).ToString()+" : "+triangles[q+3].ToString()+triangles[q+4].ToString()+triangles[q+5].ToString());
}
}
Two codes use same vertice order in triangle.
In the second script, http://unitycoder.com/blog/2013/03/13/three-js-planegeometry-js-to-unity-c/, use Mesh.SetIndice to create triangles array.
I have used Mesh.SetIndice and Mesh.SetTriangle to create triangle array, but still not working.
Image Screen:

I don’t know, why not render vertices 5 and 2.
Finally, the bug was in vertice index, where some vertices were equals to zero.
// CODE ERROR
// vertices[i*divisionX+w] = new Vector3(w*width,i*height,0f);
vertices[i*(divisionX+1)+w] = new Vector3(w*width,i*height,0f);