Thanks, I'm just trying to test out a simple terrain(ground) class. I think making multiple quads would be best. I've looked at the C-Unit tutorials and I like them, but it doesn't explain the framework enough, so I get lost after a while. For creating a grid of quads, would I use VertexGroup? like this:
verts = new CustomVertex.PositionTextured[4];
/*
* gotta edit the next few lines
*/
verts[0] = new CustomVertex.PositionTextured(new Vector3(-1, -1, 1), 0, 0);
verts[1] = new CustomVertex.PositionTextured(new Vector3(1, -1, 1), 1, 0);
verts[2] = new CustomVertex.PositionTextured(new Vector3(-1, -1, -1), 0, 1);
verts[3] = new CustomVertex.PositionTextured(new Vector3(1, -1, -1), 1, 1);
ground = new VertexGroup(verts, inds, texture, myDevice);
If so, how do I edit the "new Vector3(#, #, #)" part to specify how many quads per x axis and per z axis?