Help building a shape (ofMesh-TexCoord)

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?

any hint?

Hey

Generating meshes can be a bit of a pain, why not use ofPath like

ofPath path;

for(int i = 0; i <= 360; i++){
    ....
    path.lineTo(temp);
}

then you can either go

path.draw()

or

ofMesh mesh = path.getTessellation()
mesh.draw()

you can add tex coords if you create a function that maps each vertex in the mesh to whatever tex coord you want then call mesh addTexCoords(const vector &tCoords)

If it helps - I did a tutorial and demo code on how to manually make meshes and triangulate them

?