Because of performance reasons i wanted to align my vertices to 32 bit. Therefore i did this:
glVertexPointer (4, GL_FLOAT, 0, (GLvoid*) (pointer));
But i only get a black screen. So i tried this:
glVertexPointer (3, GL_FLOAT, sizeof (GL_FLOAT), (GLvoid*) (pointer));
However now i get very interessting objects, but not those i intended to get. I even tried this:
glVertexPointer (3, GL_FLOAT, 1, (GLvoid*) (pointer));
Because i thought the stride might be in units of "type" (GL_FLOAT), instead of bytes, but the results are equally confusing.
Has anyone ever had the same problems? Does glVertexPointer not support the stride parameter, or do i have to do something different?
I know i loaded my data correctly into the memory. If i donīt align my data to 32 bit but only use 3 elements, the results are correct.
I have a Geforce 2 with the latest drivers.
And another interessting thing: If i use system-memory i get around 300 FPS (of course with not-aligned vertices). If i use VRAM without VAR, i get 100 FPS, if i use VRAM with VAR, i get 300 FPS. So using VRAM is terribly slow without VAR, but with VAR, it is only equally fast?? (I draw around 1000 triangles, at the moment, so will there be a difference, if i draw more?).