The tiles are generated by iterating through the track mesh's triangles and using that data to populate themselves (then I iterate through the tiles and every two tiles are used to generate a track section), the visual representation of them though is done by using the data stored in the tiles to draw lines and fill the space in between the vertices with a color. Each tile has a type which I have a painting tool for so I can easily go in and change them, which are color coded in that image (blue = speed pad, red = weapon pad, yellow = spawn and green = pitlane)