This was bound to happen, I really dont see where there is a problem too.
With vertex arrays everything works perfect, but when I make the switch I get some major visual problems.
This is what I used to do :
posVB = new float[3*noVertices];
//…here build the position vertex buffer
glVertexPointer(3, GL_FLOAT, 0, posVB);
//frame loop
glVertexPointer(3, GL_FLOAT, 0, posVB);
//recursively go into the quadtree until you find a leaf node then draw :
glDrawElements(GL_TRIANGLES, indexLength, GL_UNSIGNED_INT, indexBuffer);
Now, instead I simply do during initialisation:
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 1);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, 3noVerticessizeof(float), posVB, GL_STATIC_DRAW_ARB);
Rendering code is the same except the call to glVertexPointer is now :
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 1);
glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0));
Heres what I get look like http://pages.infinit.net/mnok/vboprob.jpg
Any help is appreciated thanks.