Hello,
I tried putting all the array data into one vertex buffer object,
and that seems to have fixed the problem I was seeing. So my next
questions, in an attempt to tell if I've actually corrected the bug,
or merely made it more difficult to reproduce:
1. Does the spec require implementations to support code such as that
below, which binds one VBO before calling glVertexPointer, then
binds another VBO before calling glColorPointer, and the calls
glDrawElements?
2. If that is allowed by the spec, have I hit a known problem with
the nVidia drivers on 10.3.5 or might I have made some other
errors as well which I should investigate?
Before I report this, I'd like to know if it is actually a bug,
or if I've merely misinterpreted the VBO spec.