I get a jumbled mess
drawn on the screen. Stepping through my code, I can see that verticesPtr has the
correct values that I expect; each vertex's data is represented by 4 unsigned
byte values representing RGBA, followed by 3 floats representing
xyz.
If I follow the call
to glInterleavedArrays with the following:
glDisableClientState(GL_COLOR_ARRAY);
glColor4ub(255, 0,
0, 255);
then I correctly get
a red version of my data drawn. So it seems like the colors in the
interleaved array are causing the problem.
Furthermore, the
exact same code works correctly on WinXP's opengl
implementation.
Has anyone tried to
use this functionality on the Mac before?
Thanks,
-Cindy
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