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It seems like glm is happy converting vec3 to vec2 via truncation, but it won't automatically convert vec2 to vec3 by adding a zero. I know this has been a contentious topic in the past (e.g., vec3 to vec4 might require a one instead of a zero) but I'm running into a lot of code that will break because of this. For example, adding ofMesh::addVertex(ofVec2f) now fails.