Hi guys, I've been playing around attempting to procedurally generate some meshes to act as terrains, which is actually going rather well. However whilst creating these messages, I'm having to create triangles a bit irregularly, as I'd like to be able to deform the terrains by accessing their vertices. The triangles have been created making sure that they all share the vertices in the mesh, and each 'tile' (2 triangles next to each other making a square) doesn't use it's own individual 4 vertices (I hope this is still making sense!). The issue being, I've been trying to texture the mesh using UV mapping, utilising a tileSheet of smaller textures. The first 'tile' is textured correctly, however the following ones all use the texture next to the selected one on the tileSheet, and I'm really not quite sure why. Example : (It's supposed to be green all the way down). I'm not particularly familiar with UV mapping and so this has been a bit of a struggle. However, I am very open to any alternative methods of texturing my meshes.