Using this instead (which is basically an unwrapped version) works fine.
unsigned short *el;
el=mdl->gl_element_list;
glBegin(GL_TRIANGLES);
for (i=0;i!=mdl->ntrig;i++) {
glArrayElement(*el++);
glArrayElement(*el++);
glArrayElement(*el++);
}
glEnd();
--------------------------------
I found what causes it. If you set up the vertex array with:
glVertexPointer(3,GL_INT,0,......);
It works. If you use:
glVertexPointer(3,GL_FLOAT,0,....);
You get weird results.
I'm pretty sure this is a bug. I'm working up a work around, but if
there is something silly I'm doing, I'd like to know :)
[>] Brian
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