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Question by Sylon87 · Sep 30, 2018 at 03:07 PM · linerendererlinecurveline rendererline drawing

issue with LineRender start from 0

hello. i'm trying to learn the bazier curve, by follow a tutoria, I do exactly the same things that I saw on the tutorial but I can't figure out why my curve is starting from 0.0 here is my code and my screen of unity.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Bezier : MonoBehaviour 
 {
     [SerializeField]
     private LineRenderer lineRenderer;
     [SerializeField]
     private Transform point0,point1,point2;
     private Vector3[] positions = new Vector3[50];
     private int numOfPoints = 50;
 
     // Use this for initialization
     void Start () 
     {
         lineRenderer.positionCount = numOfPoints;
     }
     
     // Update is called once per frame
     void Update () 
     {    
         //DrawLinearCurve();
         DrawQuadraticBazierCurve();
     }
 
     private void DrawQuadraticBazierCurve()
     {
         for (int i = 1; i < numOfPoints; i++)
         {
             float t = i / (float) numOfPoints;
             positions[ i - 1] = CalculateQuadraticBezierPoint(t,point0.position,point1.position,point2.position);
         }
         lineRenderer.SetPositions(positions);
     }
 
     /*private Vector3 CalculateLinearBezierPoint (float t, Vector3 p0, Vector3 p1)
     {
         return p0 + t * (p1 - p0);
         // P = P0 + t ( P1 - P0 )
     }*/
     private Vector3 CalculateQuadraticBezierPoint (float t, Vector3 p0, Vector3 p1, Vector3 p2)
     {
         float u = 1 - t;
         float tt = t * t;
         float uu = u * u;
         Vector3 p = uu * p0;
         p += 2 * u * t * p1;
         p += tt * p2;
         return p;
         // B(t) = (1-t)2P0 + 2(1-t)tP1 + t2P2 
     }

someone can help me to figure out what i'm doing wrong?alt textalt text

screen1.png (328.7 kB)
screen2.png (314.6 kB)
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