# How to connect triangles in a Trimesh? (set index)

Hi! I need a little help here…

This function returns a TriMesh. After a polygon be divided in triangles (VTK), it tries do create a Trimesh be connecting these triangles. What I need is a way to set the index of the Trimesh.

Now, the index is this way: (0,1,2), (3,4,5), … The visualisation has some holes and the triangles are not very well connected.

```     public TriMesh getJMEOutput(String name) throws Problem {                       if (polyData == null) return null;                int total = 3 * polyData.GetNumberOfCells();        Vector3f[] verts = new Vector3f[total];         Vector3f[] normalsT = new Vector3f[total];        int index[] = new int[total];                 double coords[] = new double[3];        vtkCell tri;                int count = 0;                        for (int i=0; i< polyData.GetNumberOfCells();i++) {           try {              tri = (vtkCell)polyData.GetCell(i);           }           catch (Exception ex) {              throw new Problem("Only triangles can be used as results! Use triangulate if necessary.");                         }           vtkPoints points = tri.GetPoints();                       Vector3f[] vertN = new Vector3f[3];           for (int j=0; j < 3; j++) {               points.GetPoint(j, coords);               verts[count]= new Vector3f((float)coords[0], (float)coords[1], (float)coords[2]);               vertN[j]= new Vector3f((float)coords[0], (float)coords[1], (float)coords[2]);                        index [count] = count;  /*here.. how to set the index..?*/                                                         count++;            }                       /*            * Normal attribution            */           Vector3f normT = calcNormal(vertN);                 for (int l = (count-3); l < count; l++) {                   normalsT[l] = normT;                }         }                if (name == null) name = "mesh" + newObjectId();        TriMesh mesh = new TriMesh(name);        mesh.setMode(TriMesh.Mode.Strip);         mesh.setVertexBuffer(BufferUtils.createFloatBuffer(verts));         mesh.setIndexBuffer(BufferUtils.createIntBuffer(index));         mesh.setNormalBuffer(BufferUtils.createFloatBuffer(normalsT));        return mesh;     } ```