public void makeMeshFill() { List <Vector3> points = getVertices.getSource(); Debug.Log(points.Count); for (int h = 0; h < fillLines; h++) { Vector3 p1 = points[(int)Random.Range(0f, points.Count)]; Vector3 p2 = points[(int)Random.Range(0f, points.Count)]; Vector3 p3 = (p1 + p2) / 2f; Vector3[] newLine = { p1, p2, p3 }; LatkStroke b = makeLine(newLine.ToList()); b.refine(); b.randomize(randomize); b.refine(); for (int i = 0; i < smoothReps / 10; i++) { b.smoothStroke(b.points); } //b.reduceStroke(b.points); strokes.Add(b); } }