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

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23250#23250





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