Strange texcoord [SOLVED]
Hi, I'm trying to create lines with a black start and a white end
but I have a strange issue with jit.gl.mesh texcoord matrix I think.
Can someone help me to understand why the black part and the white part are no equal?
Thanks

the issue is your source matrix and how it's points/vertices coordinates with your texture. It's kinda weird how you're creating the mesh in the first place. if your end goal is a 15x2 mesh, why not use that dimension initially, instead of weirdly moving around points along the y-axis.
does my photo more resemble what you want? it needs to be rotated, and if you want the slanted lines, that can also be added, but all i did was change the [gen] that creates the vertex array to something that made more sense to me.

Thank you Greg,
I extracted this patch from a bigger patch where i'm using particles
I modified this test patch to better explain what I'm trying to do

I have the same problem with square texture and matrix
here's the new test patch I'm working on
Ok solved here's the patch
