Thanks for providing the starting point here, you piqued my interest.There are a few things you need to consider here:The Data() constructor takes the number of bytes, not objects, so you need to multiply the count by the stride.SIMD3<Float> is 4 floats wide, not 3. The underlying data in this case is tightly packed triples of floats.The indices are uInt32, not uInt16.Here's my working version, with these issues corrected:extension ARMeshGeometry {
func toMDLMesh(device: MTLDevice) -> MDLMesh {
let allocator = MTKMeshBufferAllocator(device: device);
let data = Data.init(bytes: vertices.buffer.contents(), count: vertices.stride * vertices.count);
let vertexBuffer = allocator.newBuffer(with: data, type: .vertex);
let indexData = Data.init(bytes: faces.buffer.contents(), count: faces.bytesPerIndex * faces.count * faces.indexCountPerPrimitive);
let indexBuffer = allocator.newBuffer(with: indexData, type: .index);
let submesh = MDLSubmesh(indexBuffer: indexBuffer,
indexCount: faces.count * faces.indexCountPerPrimitive,
indexType: .uInt32,
geometryType: .triangles,
material: nil);
let vertexDescriptor = MDLVertexDescriptor();
vertexDescriptor.attributes[0] = MDLVertexAttribute(name: MDLVertexAttributePosition,
format: .float3,
offset: 0,
bufferIndex: 0);
vertexDescriptor.layouts[0] = MDLVertexBufferLayout(stride: vertices.stride);
return MDLMesh(vertexBuffer: vertexBuffer,
vertexCount: vertices.count,
descriptor: vertexDescriptor,
submeshes: [submesh]);
}
}