Hey, I’ve just noticed that ofMesh’s drawWireFrame method draws different on ios than desktop. Screenshots are attached, and sample code below- just drawing a cube.
The desktop version with the triangle wireframe outlines is correct, but the ios looks as though it’s switching modes from triangles to lines? I thought it may have been a depth issue, but this made no difference (enableDepthBuffer() in main and glEnable(GL_DEPTH_TEST) in draw).
float counter = 0;
void testApp::draw(){
ofBackground(255, 255, 0);
ofPushMatrix();
ofTranslate(ofGetWidth()/2.0, ofGetHeight()/2.0, 0.0);
ofRotateY(counter);
ofRotateZ(counter * 1.1);
counter += 0.015;
float scale = 200;
ofMesh vertexData;
vertexData.setMode(OF_PRIMITIVE_TRIANGLES);
GLfloat vertices1[] = { 1, 1, 1, -1, 1, 1, -1,-1, 1, // v0-v1-v2 (front)
-1,-1, 1, 1,-1, 1, 1, 1, 1, // v2-v3-v0
1, 1, 1, 1,-1, 1, 1,-1,-1, // v0-v3-v4 (right)
1,-1,-1, 1, 1,-1, 1, 1, 1, // v4-v5-v0
1, 1, 1, 1, 1,-1, -1, 1,-1, // v0-v5-v6 (top)
-1, 1,-1, -1, 1, 1, 1, 1, 1, // v6-v1-v0
-1, 1, 1, -1, 1,-1, -1,-1,-1, // v1-v6-v7 (left)
-1,-1,-1, -1,-1, 1, -1, 1, 1, // v7-v2-v1
-1,-1,-1, 1,-1,-1, 1,-1, 1, // v7-v4-v3 (bottom)
1,-1, 1, -1,-1, 1, -1,-1,-1, // v3-v2-v7
1,-1,-1, -1,-1,-1, -1, 1,-1, // v4-v7-v6 (back)
-1, 1,-1, 1, 1,-1, 1,-1,-1 }; // v6-v5-v4
int numItems = 12 * 9; // 108 floats = 6 sides = 36 vertices
for(int i = 0 ; i < numItems; i+=3) {
ofVec3f v(vertices1[i] * scale, vertices1[i+1] * scale, vertices1[i+2] * scale);
vertexData.addVertex(v);
}
ofSetColor(0);
vertexData.drawWireframe();
ofPopMatrix();
}