I’m generating one new vertex per frame, as an object, and that vertex has a velocity that moves it towards the screen on the Z axis. All points are spawned sinusoidally so it has a circular shape, and as the points move towards you it appears as a kind of cylinder. Is there any way to generate a mesh out of these points that maintains the cylinder, such that the user feels like they are inside it, and it has solid walls?
Just applying ofMesh doesn’t work of course, since I need to maybe figure out “what are the two closest vertices to me?” for each point, and connect that way. Is there a nice way of doing this so I don’t reinvent the wheel?
When I simply apply mesh as is, without indexing, etc: