I have an EditableMesh made that’s a basic plane (with a little y-variation introduced so it doesn’t error as a completely flat plane). There are 4 vertices in this mesh. Color green is set using EditableMesh:AddColor/SetColor. Vertices / normals are represented by the blue dots/arrows.
This is how it looks before texturing:
I set the points to have a UV from the set {(0, 0,), (1, 0), (0, 1), (1, 1)}
However, when I set either SurfaceAppearance with ColorMap or MeshPart.Texture to the image, the result for both:
Any help with what I’m doing wrong here would be appreciated!