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  • $\begingroup$ Your code causes the same issue however it is significantly more efficent so thanks!, I have updated the post with some new diagrams that might help. $\endgroup$ Commented Sep 1, 2016 at 8:44
  • $\begingroup$ It kind of looks like its being drawn as a triangle fan, but not quite. Is it possible you can make a small grid (say 9 points, so rSimXXX = 3) and then manually inspect/dump the index buffer ? $\endgroup$ Commented Sep 1, 2016 at 8:59
  • $\begingroup$ Sure, i added a section to the bottom of the post. Let me know if you need/want more data. $\endgroup$ Commented Sep 1, 2016 at 9:40
  • $\begingroup$ Ok, things are starting to make sense, it looks like you have 0's interleaved for every other element, which explains all the spiky triangles going to one corner. I suspect your Indicie(..) objects are 32bits, but in the glDrawElements call you tell opengl the index buffer is 16bits (unsigned shorts). You can either change the glDrawElements to accept 32bit integers (change GL_UNSIGNED_SHORT -> GL_UNSIGNED_INT) or change your Indicie object to be 16bit (I guess int->short but I am not familiar with swift). $\endgroup$ Commented Sep 1, 2016 at 9:42
  • $\begingroup$ I also editted my example above to remove the redundant end-of-row if(...) $\endgroup$ Commented Sep 1, 2016 at 9:44