void CreateStalk() { EraseData(); PointList lastRing = null; for (int j = 0; j <= RowCount; ++j) { Debug.Log(string.Format("making ring at {0} with last {1}", j, lastRing)); float ringHeight = this.Height * j / RowCount; PointList pl = PointList.MakeRing(this, ringHeight, lastRing); PointLists.Add(pl); lastRing = pl; } CreateSpine(); SpineToPoints(); Mesh stalk; GetComponent <MeshFilter> ().mesh.Clear(); stalk = GetComponent <MeshFilter> ().mesh; stalk.vertices = Vertices; stalk.triangles = triangles.ToArray(); stalk.normals = Normals; stalk.uv = UVs; #if DRAW_NORMALS foreach (Point p in Points) { GameObject n = (GameObject)Instantiate(NormalPointer); p.AlignGameObject(n); Pointers.Add(n); } #endif }