# Custom Mesh Plane - Inversed Texture

Hello Monkeys,

Maybe this is an easy question but there’s a good chance that my brain is a bit heated by thinking a while for different coordinate solutions
I have made a custom plane and now I’m trying to generate the texCoords:

`Vector2f[] texCoord = new Vector2f[vertMax]; count = 0; float vert_xmaxf = (float)vert_xmax; float vert_zmaxf = (float)vert_zmax; for (int z = 0; z < vert_zmax; z++) { for (int x = 0; x < vert_xmax; x++) { texCoord[count] = new Vector2f(x/(vert_xmaxf-1), z/(vert_zmaxf-1)); System.out.println("Cnt: " + count); System.out.println("x: " + x/(vert_xmaxf-1)); System.out.println("z: " + z/(vert_zmaxf-1)); count++; } }`

The code reverses the texture like a mirror does (two times mirrored). Any ideas why it does that?

Yeah, I only searched for any pic I could use and so the Anno screenshot was just okay

Edit: Seems like this was the wrong way to post code. How can I insert these nice scrollable Codeboxes?

There is a sticky post at the top of the main forum page that no one reads. You could be the one person who does.

As for the texture, it seems like it is y flipped… or your texture coordinates are. Usually, 0 is the bottom of the texture so I guess where you loaded it you didn’t set the invertY properly.

My plane stretches along the x and z axis.

So if you look down from the top, the jME world coordinates start at the top left, but the u v textures inside the texture start from the top bottom?

Then flip the texture the other way. This is not rocket science. I don’t know how you define your material or load your texture or whatever… but if you set yFlip=true and get this then set it false. If you set yFlip-false and get this then set it true.

…then move on to real problems.