Hmm thanks both of you for the info.
Alvaro, that works great, but I am for some reason brain farting, why I can't draw quad with 4 points and use a triangle fan.
I use the code below to calculate the circle but I start at a triangle, and want to move up to a circle. So when I move from 3 sides to 4 sides I am not able to render a quad, keeps rendering a triangle....
Here is the code to Calculate the vertices and indices, and render
inline void Calculate(int level, float radius, const irr::video::SColor& color)
{
vertex.clear();
float angle = 360.0f/float(level);
for(float f = 0.0f; f < 360.0f; f+=angle)
{
irr::video::S3DVertex v(sinf(irr::core::degToRad(f)),
cosf(irr::core::degToRad(f)),
0.0f,
0.0f, 0.0f, 0.0f,
color,
0.0f, 0.0f);
vertex.push_back(v);
}
for(int n = 2; n < level; ++n)
{
index.push_back(0);
index.push_back(n - 1);
index.push_back(n);
}
}
drawIndexedTriangleList(&vertex[0],vertex.size(), &index[0], index.size() / 3);
drawIndexedTriangleList ( const S3DVertex * vertices, u32 vertexCount, const u16 * indexList, u32 triangleCount)