Creating a 3D Triangle Mesh from an array of unordered vertices.

Hey all,
I’m trying to create a 3D triangle mesh from an array of 3D points. I’ve established all the vertices, but I can’t quite figure out how to create a triangle mesh between them all. I’ve looked into scripts that use Delaunay Triangulation and the Quickhull algorithm, but I couldn’t figure out how to make them work with my vertices. Is this possible? What do I need to do? There’s a picture of how my vertices are laid out. They aren’t in any specific order.

If you only got the vertices, no order, no triangle indices, then you need a way to provide the additional information. After all, that’s all the triangle array is. Indices into the vertice array, that tell the gpu where to draw triangles.

What is the purpose of this? That is the result supposed to look like or act as?

So if I understand you correctly, you want to end up with a sort of tessellated mesh, right?
something like this? (I googled Delaunay Triangulation)

You should check this github repo.