public void Render_DrawSmoothMesh_ForVertexBasedResult() { ShellSecState state = Utilities.MakeState_VertexBased(); ShellSec_RendererInfo info = new ShellSec_RendererInfo_Displacement(); info.DisplayResults = new Dictionary <ShellSecResult, bool> { { ShellSecResult.X, true } }; info.ScaleResults = new Dictionary <ShellSecResult, double> { { ShellSecResult.X, 1.0 } }; info.DisplaySmooth = true; info.DisplayMesh = true; info.BaseMeshObject = ShellSec_BaseObj.Vertex; var expectedVertices = new Point3[] { new Point3(0, 0, 1), new Point3(0, 0, 0), new Point3(0.5, 0, 2), new Point3(0.5, 0, 0), new Point3(1, 0, 3), new Point3(1, 0, 0), }; var expectedFaces = new List <Face3>() { new Face3(0, 1, 3, 2), new Face3(2, 3, 5, 4) }; var sut = new ShellSec_MeshRenderer(); sut.Render(state, info); List <IMesh> output = sut.RenderedMeshes; Assert.AreEqual(output.Count, 1); Assert.That(output[0].Vertices.ToArray, Is.EqualTo(expectedVertices)); Assert.That(output[0].Faces, Is.EqualTo(expectedFaces)); }