Hi
You need single vbo for each array you want to use, or merge all data to single 
array and specify offsets into array when feeding data to gl

23.07.2012, 20:06, "Jean Delaballe" <[email protected]>:
> Hi,
>
> I am a 3D developer with quiete knowledges. I am use to use OpenGL. For some 
> task I have to use OpenSceneGraph and use VBO inside it.
> I know I can use osg::Geometry but for some reasons (not to be developped 
> here) I can't. So I need to use VBO directly in my code.
>
> I succeeded (it seems) to make VBO run with a single array (which is an osg 
> array). But anytimes I tried to make it handle a second array, the program 
> crash. Here are some code I can do:
>
> Code:
>
> osg::State* state = renderInfo.getState();
> osg::Drawable::Extensions* extensions = osg::Drawable::getExtensions 
> (renderInfo.getContextID(), true);
> state->disableAllVertexArrays();
>
> // bind vbo
> _vbo->bindBuffer (renderInfo.getContextID());
>
> // allocate memory
> _vertexArray->setVertexBufferObject (_vbo);
> _attribArray->setVertexBufferObject (_vbo);
>
> // set the pointers
> state->setVertexPointer(_vertexArray.get());
> state->setVertexAttribPointer (6, _attribArray.get(), false);
>
> // draw
> glDrawArrays (_GLmode, 0, _vertexArray->size());
>
> _vbo->unbindBuffer(renderInfo.getContextID());
>
> Each time I don't use the _attribArray, the program runs and display things 
> correctly. It is the same if I don't ask _attribArray to use the VBO. But 
> each time I ask it to use the VBO the program crashes.
>
> I also tried to tell the buffer size, to explicitly give the buffer data 
> (threw extensions->glBufferData and such), but without any success.
>
> Do you know how I could resolve this ?
>
> Thank you!
>
> Cheers,
> Silence
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=48994#48994
>
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