Iâ€™m pretty sure there must be some kind of clash (in winding mode? or normals? - but I donâ€™t know much about these) between the two types of meshes. So, when I append them into one single mesh, the verticals get garbled?

Iâ€™m making the horizontal shape meshes by just tessellating from ofPath objects, then changing their vertical position and adding normals:

```
ofVboMesh front = minko[j].getTessellation();
glm::vec3* v = front.getVerticesPointer();
for(int k = 0; k<front.getNumVertices(); k++){
v[k].z = total_depth;
front.addColor(frontCol);
front.addNormal(glm::vec3(0,0,1));
}
```

And Iâ€™m making the edge ribbon meshes by using the edge outline polylines as follows:

```
ofVboMesh ribbon;
vector<ofPolyline>polys = minko[j].getOutline();
//should only be a single polyline ever
for(int k = 0; k<polys.size(); k++){
//get all the points in the edge overall
vector<glm::vec3>points = polys[k].getVertices();
for(int l = 0; l<points.size(); l++){
//get the next segment of the edge to work with
int m = l+1;
if(m == points.size()) m = 0;
glm::vec3 p1 = points[l];
glm::vec3 p2 = points[m];
glm::vec3 p3 = glm::vec3(p1.x, p1.y, total_depth);
//calculate the normal for these triangles
glm::vec3 e1 = p1 - p2;
glm::vec3 e2 = p3 - p2;
glm::vec3 norm = glm::cross(e1, e2);
//add the two triangles for this edge part
ribbon.addVertex(glm::vec3(p1.x, p1.y, total_depth));
ribbon.addColor(sideCol);
ribbon.addNormal(norm);
ribbon.addVertex(glm::vec3(p2.x, p2.y, total_depth));
ribbon.addColor(sideCol);
ribbon.addNormal(norm);
ribbon.addVertex(glm::vec3(p1.x, p1.y, total_depth+gap));
ribbon.addColor(sideCol);
ribbon.addNormal(norm);
ribbon.addVertex(glm::vec3(p2.x, p2.y, total_depth+gap));
ribbon.addColor(sideCol);
ribbon.addNormal(norm);
ribbon.addVertex(glm::vec3(p1.x, p1.y, total_depth+gap));
ribbon.addColor(sideCol);
ribbon.addNormal(norm);
ribbon.addVertex(glm::vec3(p2.x, p2.y, total_depth));
ribbon.addColor(sideCol);
ribbon.addNormal(norm);
}}
```

Then later I append them together by:

```
ofVboMesh minkoFinal;
minkoFinal.clear();
minkoFinal.append(front);
minkoFinal.append(ribbon);
//etc
```

But the final mesh shows the ribbon edges missing.

Am I doing something wrong? Can anyone help??