createCanvas(windowWidth, windowHeight, WEBGL);
qb = new QB(100,100,100);
var zStep = this.c/xyNumSteps;
var v0=createVector(0,0,0);
var v1=createVector(0,this.b,zStep/4);
var v2=createVector(this.a,this.b,zStep/2);
var v3=createVector(this.a,0,zStep*3/4);
var v4=createVector(0,0,zStep);
for(var i=0; i< xyNumSteps; i++){
for(var n = 0; n< xyNumSteps; n++){
var iv = createVector(0,0,zStep*n);
var stepVector = p5.Vector.sub(v1, v0).div(xyNumSteps);
var v = p5.Vector.add(v0,iv);
for(var i=0; i< xyNumSteps; i++){
vertex(v.x,v.y,v.z+acNoise[i]);
stepVector = p5.Vector.sub(v2, v1).div(xyNumSteps);
for(var i=0; i< xyNumSteps; i++){
vertex(v.x,v.y,v.z+acNoise[i]);
stepVector = p5.Vector.sub(v3, v2).div(xyNumSteps);
for(var i=0; i< xyNumSteps; i++){
vertex(v.x,v.y,v.z+acNoise[i]);
stepVector = p5.Vector.sub(v4, v3).div(xyNumSteps);
for(var i=0; i< xyNumSteps; i++){
vertex(v.x,v.y,v.z+acNoise[i]);
for(var i=0; i < xyNumSteps; i++){
acNoise[i] += 2*noise(i+n*xyNumSteps);