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Question by stainless7221 · Aug 23, 2013 at 12:11 PM · meshmeshrenderermeshfiltergenerated

Generated Mesh is partially rendered, but shown correctly in scene view

I generate a mesh by code. In the Scene and Game View, it is shown correctly, but when i look at the generated mesh in the inspector preview, only half the triangles are generated. The other ones are only visible on the other side, when i flip the preview around.

To explain, here are some screenshots:

alt text Scene View

alt text Game View

alt text Inspector Preview

alt text Inspector Preview flipped over

I also added a collision to my mesh. If i place a cube with gravity enabled over the mesh, it only collides with the triangles shown in picture #3.. This is also my main problem.

I think i have something with the triangles or the normals wrong, so here is my code.

     MeshFilter mf = GetComponent<MeshFilter>();
     Mesh mesh = new Mesh();
     mf.mesh = mesh;
     
     //Vertices
     Vector3[] verticies = new Vector3[]
     {
         new Vector3(0,0,0), 
         new Vector3(2,0,0), 
         new Vector3(0,0,3), 
         new Vector3(2,0,3),
         
         new Vector3(0,0,4), 
         new Vector3(2,0,4), 
         new Vector3(0,0,6), 
         new Vector3(2,0,6),
         
         new Vector3(0,0,7), 
         new Vector3(6,0,7), 
         new Vector3(0,0,9), 
         new Vector3(6,0,9),
         
         new Vector3(4,0,0), 
         new Vector3(6,0,0), 
         new Vector3(4,0,2), 
         new Vector3(6,0,2),
         
         new Vector3(5,0,2), 
         new Vector3(6,0,2), 
         new Vector3(5,0,4), 
         new Vector3(6,0,4),
         
         new Vector3(4,0,4), 
         new Vector3(6,0,4), 
         new Vector3(4,0,6), 
         new Vector3(6,0,6)
     };
     
     //Triangles
     int[] tri = new int[]
     {
         0,1,2,
         1,2,3,
         
         4,5,6,
         5,6,7,
         
         8,9,10,
         9,10,11,
         
         12,13,14,
         13,14,15,
         
         16,17,18,
         17,18,19,
         
         20,21,22,
         21,22,23
     };
     
     //Normals, to see the Object
     Vector3[] normals = new Vector3[]
     {
         -Vector3.forward,
         -Vector3.forward,
         -Vector3.forward,
         -Vector3.forward,
         
         -Vector3.forward,
         -Vector3.forward,
         -Vector3.forward,
         -Vector3.forward,
         
         -Vector3.forward,
         -Vector3.forward,
         -Vector3.forward,
         -Vector3.forward,
         
         -Vector3.forward,
         -Vector3.forward,
         -Vector3.forward,
         -Vector3.forward,
         
         -Vector3.forward,
         -Vector3.forward,
         -Vector3.forward,
         -Vector3.forward,
         
         -Vector3.forward,
         -Vector3.forward,
         -Vector3.forward,
         -Vector3.forward
     };
     
     //UVs what is displayed
     Vector2[] uv = new Vector2[]
     {
         new Vector2(0,0),
         new Vector2(1,0),
         new Vector2(0,1),
         new Vector2(1,1),
         
         new Vector2(0,0),
         new Vector2(1,0),
         new Vector2(0,1),
         new Vector2(1,1),
         
         new Vector2(0,0),
         new Vector2(1,0),
         new Vector2(0,1),
         new Vector2(1,1),
         
         new Vector2(0,0),
         new Vector2(1,0),
         new Vector2(0,1),
         new Vector2(1,1),
         
         new Vector2(0,0),
         new Vector2(1,0),
         new Vector2(0,1),
         new Vector2(1,1),
         
         new Vector2(0,0),
         new Vector2(1,0),
         new Vector2(0,1),
         new Vector2(1,1)
     };
     
     //Assign Arrays to Object
     mesh.vertices    = verticies;
     mesh.triangles     = tri;
     mesh.normals    = normals;
     mesh.uv         = uv;
     
     MeshCollider mc = gameObject.AddComponent(typeof(MeshCollider)) as MeshCollider;
     mc.sharedMesh = mesh; // Give it your mesh 


I hope some of you can help me, i'd appretiate it!

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avatar image meat5000 ♦ · Aug 23, 2013 at 12:12 PM 0
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It's just a problem with Normals in my opinion. Flip the normals of the triangles you cant see.

avatar image stainless7221 · Aug 23, 2013 at 12:25 PM 0
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But aren't the Normals matching the vertices ins$$anonymous$$d the triangles? Flipping the normals didn't work, because each normal is dedicated to one point and not one triangle... or am i missing out on something?

avatar image meat5000 ♦ · Aug 23, 2013 at 12:26 PM 0
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Normals are for faces, no? Calculated through 3 or more vertices.

avatar image stainless7221 · Aug 23, 2013 at 12:31 PM 0
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But why do i have to enter 24 vertices, 12 triangles and 24 normals? How would i flip the normals in my case?

avatar image meat5000 ♦ · Aug 23, 2013 at 12:38 PM 0
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http://answers.unity3d.com/questions/187637/procedural-meshs-normals-are-reversed.html

avatar image stainless7221 · Aug 23, 2013 at 12:50 PM 0
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Thank you, the clockwise and counterclockwise arrangement of the triangles was the way to go!

avatar image meat5000 ♦ · Aug 23, 2013 at 01:02 PM 0
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Glad I could help you find your way :)

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Answer by Paulius-Liekis · Aug 24, 2013 at 07:24 PM

Reverse order (or simply flip two indices) in very triangle that is reversed. It's called CW (clock-wise) and CCW (counter-clock-wise) culling.

Reversing normals does not reverse triangles.

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