I have a plane made of a triangles using bufferGeaometry, when i calculate the positions i have duplicate positions , what i mean is i push 2 triangles that share same vertex values but if i try to lift 1 triangle this doesent affect the one next to it , and i get a gap into my mesh , how can i make it so when 1 triangles is lifted the others are affected by that change too , sort of like streaching towards it
Why not use
PlaneGeometry, where it’s indexed, thus, faces share their vertices to each other?
Or you’ve got a specific case with your plane.
Im using bufferGeometry becouse it is fast , i have no idea how fast PlaneGeometry is , but im in a stage where if i change it to PlaneGeometry i must rewrite a lot of code , but is there a way to make so bufferGeometry faces share their vertecies ?
No live examples. No code snippets. Even no ref pics/vids. My wild shot is try to use
It’s an indexed buffer geometry.
What does indexed mean ?
Faces defined by triplets of indices of vertices. Otherwise, you’ve got “triangle soup”, where faces defined by triplets of vertices. That “soup” is your case.
Here you can compare the variants using a simple example.
From the Collection of examples from discourse.threejs.org :
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