Hello!

Im trying to build a shape…and i have several doubts… the objective is to draw irregular shapes with texCoordinates, in order to use per fragment shading.

first of all:

why using beginShape and endShape the shape is “close” ?

lets say i ve this formula to make a circle:

```
ofMesh mesh;
vector<glm::vec3>points;
mesh.setMode(OF_PRIMITIVE_LINE_LOOP);
for(int i = 0; i <= 360; i++){
float pct = i / (float) 360;
float angle = TWO_PI * pct;
float s = sin(angle);
float c = cos(angle);
ofColor f(ofRandom(255), i, 0);
ofSetColor(f);
glm::vec3 temp2= glm::vec3(0, 0, 0);
glm::vec3 temp = glm::vec3(s*100, c*100, 0);
points.push_back(temp);
mesh.addVertex(temp);
}
```

if i draw it using beginShape…

```
ofBeginShape();
for(glm::vec3 p : points){
ofVertex(p);
}
```

it result in a filled circle.

but if draw the ofMesh…

` mesh.draw();`

i only get the countourn.

why this? i understand that if i add a extra vertex in the center of the circle, then i can fill the shape.

its possible to create TexCoordinates with beginShape(); and endShape(); ?

i would like to think in a context where i can draw with polylines tangents and normals, and ofMesh (or vboMesh? ) to filled with shaders.

what do you think?