const boxBuffer = new T.BufferGeometry()
const vertices = new Float32Array([
// Triangle Face
-1.0, -1.0, 1.0, // 0 - A
1.0, -1.0, 1.0, // 1 - B
1.0, 1.0, 1.0, // 2 - C
// Triangle Face
1.0, 1.0, 1.0, // 3 - C
-1.0, 1.0, 1.0, // 4 - D
-1.0, -1.0, 1.0 // 5 - A
])
const uvs = new Float32Array([
0,1, // 0 - A
1,1, // 1 - B
1,0, // 2 - C
1,0, // 3 - C
0,0, // 4 - D
0,1, // 5 - A
])
boxBuffer.setAttribute( 'position', new T.BufferAttribute( vertices, 3 ) );
boxBuffer.setAttribute('uv', new T.BufferAttribute(uvs, 2))
D-----C
| / |
| / |
A-----B
constructor the mesh with the float array, each point contain 3 vertives, form a triangle face, with 2 triangle face form a quadrilateral.
uvs attributes for uv mapping, uv as 2d space using only x,y coordination. each 2 value corresponding the respect point in local space witch corresponding with shader mapping space.