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Zoly,
Here's my suggestion:
>>> snip >>>
   #local U = 0;
   
   mesh {
      #local i=h;
      #while (i>0)
         #local a_i=i;
         #local i=i-dl/sqrt(1+pow((fr1(i)-fr1(i-dd))/dd,2));
         #local Uinc = abs(vlength(<x2(a_i),a_i,z2(a_i)>-<x2(i),i,z2(i)>));
         triangle {
            <x1(a_i),a_i,z1(a_i)> <x2(a_i),a_i,z2(a_i)> <x1(i),i,z1(i)>
            uv_vectors <U,z1(a_i)> <U,z2(a_i)> <U+Uinc,z1(i)>
         }
         #debug concat("T1: ",vstr(3,<x1(a_i),a_i,z1(a_i)>,",",0,5))
         #debug concat(" - ",vstr(3,<x2(a_i),a_i,z2(a_i)>,",",0,5))
         #debug concat(" - ",vstr(3,<x1(i),i,z1(i)>,",",0,5),"\r")
         triangle {
            <x2(a_i),a_i,z2(a_i)> <x1(i),i,z1(i)> <x2(i),i,z2(i)>
            uv_vectors <U,z2(a_i)> <U+Uinc,z1(i)> <U+Uinc,z2(i)>
         }
         #debug concat("T2: ",vstr(3,<x2(a_i),a_i,z2(a_i)>,",",0,5))
         #debug concat(" - ",vstr(3,<x1(i),i,z1(i)>,",",0,5))
         #debug concat(" - ",vstr(3,<x2(i),i,z2(i)>,",",0,5),"\r\r")
         #local U = U + Uinc;
      #end
      texture {
         uv_mapping
         pigment {
            brick rgb 0.15 rgb 0.2
            scale 0.04
            rotate 90*z
         }
      }
>>> snip >>>
I hope this helps, or at least gets you going in the right direction.
Kyle
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