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RenderVboIbo: use GL_TRIANGLES instead of GL_TRIANGLE_STRIP
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By using GL_TRIANGLES, the index order does not need to be pre-processed.
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christian-rauch committed Oct 6, 2016
1 parent e96fe4a commit 2b55ce0
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion include/pangolin/gl/glvbo.h
Original file line number Diff line number Diff line change
Expand Up @@ -132,7 +132,7 @@ inline void RenderVboIbo(GlBuffer& vbo, GlBuffer& ibo, bool draw_mesh)

if(draw_mesh) {
ibo.Bind();
glDrawElements(GL_TRIANGLE_STRIP, ibo.num_elements*ibo.count_per_element, ibo.datatype, 0);
glDrawElements(GL_TRIANGLES, ibo.num_elements*ibo.count_per_element, ibo.datatype, 0);
ibo.Unbind();
}else{
glDrawArrays(GL_POINTS, 0, vbo.num_elements);
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