thanks,
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video::SColor hexColor(255,0,255,255);
float shortLength = sqrt(segmentLength*segmentLength/2);
Vertices[0] = video::S3DVertex(centerMapX+shortLength,centerMapY+segmentLength/2,centerMapZ, 0,1,0, hexColor , 0, 1);
Vertices[1] = video::S3DVertex(centerMapX+shortLength,centerMapY-segmentLength/2,centerMapZ, 0,1,0, hexColor , 0, 1);
Vertices[2] = video::S3DVertex(centerMapX,centerMapY-segmentLength-shortLength,centerMapZ, 0,1,0, hexColor , 0, 1);
Vertices[3] = video::S3DVertex(centerMapX-shortLength,centerMapY-segmentLength/2,centerMapZ, 0,1,0, hexColor , 0, 1);
Vertices[4] = video::S3DVertex(centerMapX-shortLength,centerMapY+shortLength,centerMapZ, 0,1,0, hexColor , 0, 1);
Vertices[5] = video::S3DVertex(centerMapX,centerMapY+segmentLength+shortLength,centerMapZ, 0,1,0, hexColor , 0, 1);
core::aabbox3d<f32> Box;
Box.reset(Vertices[0].Pos);
for (s32 i=1; i<6; ++i) {
Box.addInternalPoint(Vertices[i].Pos);
}
for (s32 i=0; i<6; ++i) {
myMeshBuffer->Vertices.push_back(Vertices[i]);
}
for (s32 i=0; i<6; ++i) {
for (s32 j=0; j<6; ++j) {
if (i!=j)
myMeshBuffer->Indices.push_back(j);
}
}
myMeshBuffer->BoundingBox = Box;
video::SMaterial myMaterial;
myMaterial.Wireframe = false;
myMaterial.Lighting = false;
myMeshBuffer->Material = myMaterial;