The block of Java below is suppose to be able to construct a “2d” mesh that is made up of a grid of right angles. The algorithm simply creates a bottom row of vertices and then on the second row of vertices, starts constructing the indices as it goes along. When I print out the indices and vertices to the console, everything looks good to me. Is there anyone that can take a look at this and tell me what I am missing with regards to creating the custom mesh?
Thanks for any help!
Chenz
[java]package mygame;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.util.BufferUtils;
/**
*

@author chenz
/
public class SimpleGrid extends Mesh {
SimpleGrid(int width, int height) {
int[] index = new int[width * height * 6];
// Change width and height with respect to the verticies (not squares.)
width += 1;
height += 1;
float[] vertex = new float[width * height * 3];
// Setup the verticies left to right, bottom to top
int i = 0;
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
vertex[(ywidth3)+(x3)+0] = (float)x;
vertex[(ywidth3)+(x3)+1] = (float)y;
vertex[(ywidth3)+(x3)+2] = 1.0f;
if (x > 0 && y > 0) {
/* if we’re not on first column or first row,
 we can construct triangle indicies.
*/
index = (y1)*width+x1; i++;
index = (y1)*width+x0; i++;
index = (y0)*width+x0; i++;
index = (y0)*width+x0; i++;
index = (y0)*width+x1; i++;
index = (y1)*width+x1; i++;
}
}
}
// Setting buffers
this.setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(vertex));
this.setBuffer(Type.Index, 1, BufferUtils.createIntBuffer(index));
this.updateBound();
}
}
[/java]
Here is the bad output:
http://i.imgur.com/cXMt4.png