//triggered once the vertext points of the spline decorator have been created
    public void createMesh()
    {
        if (model == null)
        {
            model = new Mesh();
        }


        spD             = GetComponent <SplineDecorator>();
        counter         = 0;
        Inputpoints     = spD.getPointList();
        nodesPerSegment = Inputpoints.Count / spD.frequency;
        if (capped)
        {
            tris = new int[((((nodesPerSegment * 2) * 3)) * (spD.frequency - 1)) + (((nodesPerSegment - 2) * 3) * 2)];
        }
        else
        {
            tris = new int[((((nodesPerSegment * 2) * 3)) * (spD.frequency - 1))];
        }

        pointLocs = new Vector3[Inputpoints.Count];
        foreach (GameObject go in Inputpoints)
        {
            pointLocs[counter++] = go.transform.position;
        }

        counter = 0;
        for (int i = 0; i < spD.frequency - 1; i++)
        {
            calcTris(nodesPerSegment * i);
        }
        if (capped)
        {
            calcEndCaps();
        }
        model.vertices = pointLocs;
        //model.uv = UVs;
        model.triangles = tris;
        MeshHolder.gameObject.GetComponent <Renderer>().material = _inMat;
        model.RecalculateNormals();

        vCol.MakeColour(model);
    }