Thanks for the tip, I didn’t know that.
Fixing the geometry in the manner described means I have to add a lot more vertices.
If I e.g. add the vertices 24 and 25 I also need a connection between 24 and 17, right?
You said that my face listing is not correct. I am not sure why.
I know that a face is a triangle, therefore I defines e.g. rectangle number 1 with the following two triangles:
9, 2, 3, 3, 10, 9, // (1)
Is that wrong?
Everything’s okay, but normals. You use indexed geometry, normals are per vertex, thus for each vertex you’ve got the normal, that is the average result of normals of all faces that the vertex belongs.
If I would want to build these parts of 45 degs cuts, I’d go with box geometry, changing its vertices.
The non-indexed mesh solution means a lot of writing as I have to define 36 vertices instead if 14.
It would be very helpful to know what was wrong with my last approach and how I could manage the job with a index mesh.
I was looking for a simple sample that describes e.g. creating a cube with an index mesh but I could not find anything.
Would be nice if anybody would have such an example.