Here is my code, I want to fill the mesh created with a solid white thing instead of hollow/empty from inside
var createScene = function () {
var scene = new BABYLON.Scene(engine);
var camera = new BABYLON.ArcRotateCamera("Camera", -Math.PI / 2, .8, 50, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, true);
var light = new BABYLON.HemisphericLight("hemi", new BABYLON.Vector3(0, 1, 0), scene);
light.groundColor = new BABYLON.Color3(.5, .5, .5);
const inBy = 10
const EdgecraftProfile = \[
new BABYLON.Vector3(0, 0, 0),
new BABYLON.Vector3(0, 0.75 \* inBy, 0),
new BABYLON.Vector3(-0.25 \* inBy, 1 \* inBy, 0),
new BABYLON.Vector3(-1 \* inBy, 1 \* inBy, 0),
new BABYLON.Vector3(-1.1 \* inBy, 0.9 \* inBy, 0),
new BABYLON.Vector3(-1.1 \* inBy, 0, 0),
new BABYLON.Vector3(0, 0, 0)
];
const path = \[
new BABYLON.Vector3(0, 0, 0),
new BABYLON.Vector3(0, 0, 50)
\];
const edgecraftMesh = BABYLON.MeshBuilder.ExtrudeShape("edgecraft",
{
shape: EdgecraftProfile,
path: path,
cap: BABYLON.Mesh.CAP_ALL,
sideOrientation: BABYLON.Mesh.FRONTSIDE
}, scene);
edgecraftMesh.forceSharedVertices();
edgecraftMesh.convertToFlatShadedMesh();
const mat = new BABYLON.StandardMaterial("mat", scene);
mat.diffuseColor = new BABYLON.Color3(0.3, 0.6, 1);
mat.specularColor = new BABYLON.Color3(0, 0, 0);
mat.backFaceCulling = false;
edgecraftMesh.material = mat;
edgecraftMesh.position.x = 0;
edgecraftMesh.position.y = 0;
edgecraftMesh.position.z = 0;
return scene;
};
export default createScene