# Creating plane with Mesh

Hi,

I’m trying to create a simple plane with 32x32 tiles using the Mesh-class
It works like a charm although I would like to share vertices between tiles.

How can I do this, anyone have a simple algorithm to share or recommend?
Right now I’m doing this, but as I said, it creates 4 vertices/tile…

``````                        var mesh : Mesh = new Mesh();
mesh.Clear();
var vertices = new Array();
var triangles = new Array();

vertices.length = tiles.length * 4;
i = 0;
for (var tile : Vector3 in tiles) {
vertIndex = i * 4;
vertices[vertIndex] = Vector3(tile.x, 0, tile.z);
vertices[vertIndex + 1] = Vector3(tile.x+1, 0, tile.z);
vertices[vertIndex + 2] = Vector3(tile.x, 0, tile.z+1);
vertices[vertIndex + 3] = Vector3(tile.x+1, 0, tile.z+1);
i++;
}

triangles.length = tiles.length * 6;
i = 0;
for (var tile : Vector3 in tiles) {
triIndex = i * 6;
vertIndex = i * 4;
triangles[triIndex] = vertIndex + 3;
triangles[triIndex + 1] = vertIndex + 1;
triangles[triIndex + 2] = vertIndex + 2;
triangles[triIndex + 3] = vertIndex + 2;
triangles[triIndex + 4] = vertIndex + 1;
triangles[triIndex + 5] = vertIndex;
i++;
}

mesh.vertices = vertices;
mesh.triangles = triangles;
``````

tiles is an array with Vector3 objects…

Any suggestions? I can’t seem to wrap my head around this

Vertices have to be separate because of UVs anyway if you were planning on texturing each tile arbitrarily, so you probably don’t want them shared in this case.

–Eric