Hi Simon, Actually, VBOs have the same format as vertex arrays and they are implemented using (almost) the same interface. When a buffer object is bound, glVertexPointer uses the GPU buffer and the last parameter is instead used as an offset into the buffer (in this case 0). Also, the call to glEnableClientState is needed to associate the buffer binding with the appropriate array type.
Regards, Mattias ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23250#23250 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

