hello,
i am facing a strange glitch when i manipulate my mesh. I don’t know if it is an issue with normals, or maybe bad indices or whatever.
Do you have an idea about the symptoms ?

here i am creating the mesh :
mesh.enableColors();
mesh.enableIndices();
glPointSize(pointSize);
glDisable(GL_POINT_SMOOTH);
int width = scaledImage.getWidth();
int height = scaledImage.getHeight();
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
ofColor c = scaledImage.getColor(x, y);
float brightness = ofMap(c.getBrightness(), 0, 255, -displacement, displacement);
ofPoint p(x * MAP_SCALE, y * MAP_SCALE, brightness);
mesh.addVertex(p);
mesh.addColor(image.getColor(x * MAP_SCALE, y * MAP_SCALE));
}
}
//add indices
for (int y = 0; y < height - 1; y++){
for (int x=0; x < width - 1; x++){
mesh.addIndex(x+y*width); // 0
mesh.addIndex((x+1)+y*width); // 1
mesh.addIndex(x+(y+1)*width); // 10
mesh.addIndex((x+1)+y*width); // 1
mesh.addIndex((x+1)+(y+1)*width); // 11
mesh.addIndex(x+(y+1)*width); // 10
}
}
And i draw it like that :
void ofApp::draw(){
cam.begin();
ofPushMatrix();
ofTranslate(-ofGetWidth() / 2, -ofGetHeight() / 2);
mesh.draw();
ofPopMatrix();
cam.end();
}