Is it possible to say by eye, what is wrong with the following mesh:
I am sure, that triangle structure is good initially:
But error is probably on the stage of preparing mesh for jME3.
Probably I flip some triangles, because it looks reverse from behind:
How to control triangle orientation?
I form list of vertex index in straight way
List<Mesh.Triangle> triangles = mesh.calculateTriangles2();
indexes = new int[triangles.size()*3];
int ii;
for(int i=0; i<triangles.size(); ++i) {
ii = 0;
for(Mesh.Node node : triangles.get(i)) {
indexes[i*3+ii] = nodesMap.get(node);
ii++;
}
}
which leads the order of vertices in triangles are random. What defines orientation?