} // End of ConstructControlPoints private void GenerateSpline(int n, List <Vector3> vertices) { int ui; float u; Vector3 v1; // original Processing code includes a v0 that is never used v1 = Vector3.zero; if (n == 0) { splineSide1.Feval(0f, out v1); } else if (n == 1) { splineCenter.Feval(0f, out v1); } else { splineSide2.Feval(0f, out v1); } vertices.Add(new Vector3(v1.x, v1.y, v1.z)); for (ui = 1; ui <= 10; ui++) { if (ui % uspacing == 0) { u = 0.1f * ui; if (n == 0) { splineSide1.Feval(u, out v1); } else if (n == 1) { splineCenter.Feval(u, out v1); } else { splineSide2.Feval(u, out v1); } vertices.Add(new Vector3(v1.x, v1.y, v1.z)); } } } // End of GenerateSpline