void StitchNewRowIntoCollumns()
{
// first push down the vertices by 1 index for all collumns
for(int h = 0; h < meshCollumnsArray.Length; h++)
{
// shift values down
for(int i = collumnDepth -1 ; i > collumnStitchIndex ; i--)
{
collumnsArrayVerticesArray[h][i] = collumnsArrayVerticesArray[h][i-1];
collumnsArrayNormalsArray[h][i] = collumnsArrayNormalsArray[h][i-1];
}
// add the new row value to all corresponding collumn start vertex
collumnsArrayVerticesArray[h][collumnStitchIndex] = tempMeshLineGO.transform.GetChild(0).transform.TransformPoint(verticesArray[h]); //- transform.position;
collumnsArrayNormalsArray[h][collumnStitchIndex] = freshLineMeshNormalsArray[h]; //meshLinesMeshComponentArray[freshMeshLineIndex].normals[h];
meshCollumnsMeshComponentArray[h].vertices = collumnsArrayVerticesArray[h]; //tempCollumnVerticesArray;
meshCollumnsMeshComponentArray[h].normals = collumnsArrayNormalsArray[h]; // tempCollumnNormalsArray;
}
}