Just in case it helps anyone, I worked around this by simply drawing
the strips individually. Contrary to what I expected, I think I
actually see an improvement in performance.

On May 26, 8:58 am, Sundog <[email protected]> wrote:
> Hello, I'm having trouble with something that should be
> straightforward and was hoping someone who has been down this road
> could help.
>
> I'm simply drawing a 32 by 32 (float) vertex (3d but flat for testing)
> square surface by drawing it as 31 linked triangle strips. I'm linking
> them by four degenerate triangles at the end of each strip as follows:
> repeat last vertex of this row, first vertex of next row, repeat first
> vertex of next row, second vertex of next row.  My examination of the
> numbers I'm feeding OpenGL don't reveal anything amiss.
>
> What happens is that some triangles don't draw; I am assuming they are
> invalid for some reason I can't see. This happens at any resolution 8
> x 8 or larger, with a different pattern for each size. Apparently
> something is interfering with the drawing of certain triangles.
>
> I MIGHT have missed something poring over these numbers, but I don't
> think so. Does anyone have a clue? Could it be caused by using floats
> instead of fixed point?
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