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RenderVboIbo: use GL_TRIANGLES instead of GL_TRIANGLE_STRIP
By using GL_TRIANGLES, the index order does not need to be pre-processed.
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include/pangolin/gl/glvbo.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -127,7 +127,7 @@ inline void RenderVboIbo(GlBuffer& vbo, GlBuffer& ibo, bool draw_mesh)
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if(draw_mesh) {
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ibo.Bind();
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glDrawElements(GL_TRIANGLE_STRIP, ibo.num_elements*ibo.count_per_element, ibo.datatype, 0);
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glDrawElements(GL_TRIANGLES, ibo.num_elements*ibo.count_per_element, ibo.datatype, 0);
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ibo.Unbind();
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}else{
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glDrawArrays(GL_POINTS, 0, vbo.num_elements);

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