, Sr. Member
create a Vector.<Number> for vertices (3 numbers per vertex), and a Vector.<uint> for vertex indices.
It helps to draw what kind of primitive you are trying to make. Number all of your vertices, then pick your indices to make triangles. After you have a vector of vertices and indices,
http://en.wikipedia.org/wiki/Polygon_mesh#Face-vertex_meshes
think of the face list as the vertex indice list, the vertex list contains the vertex positions.
var window:Mesh = new Mesh();
var sub:SubGeometry = new SubGeometry();
sub.updateIndexData(indexData);
sub.updateVertexData(vertexData);
window.geometry.addSubGeometry(sub);
There might a better way to do it, I don’t know the engine well enough, but this method works for me. There’s also an updateUVData(..) if you want to use textures, finding the uv coordinates might be a little more difficult