Quote Originally Posted by BionicBytes View Post
Code :
glDrawArrays(GL_TRIANGLES, 0, indicesize);
Are you sure you have the right value for indicesize as this needs to represent all faces (where each face = 3 triangles, and each triangle=3 verticies).
So you could be a factor of 9 out.
I have made some slight changes in my code and cut back to creating one array in the form of:
posX,posY,posZ,normX,normY,normZ

If we take an example i have 7055 faces (indices).
Each created in this form: f 716/4636/4636 717/4637/4637 710/4638/4638

Since i only need the position and norm i create an array of the size faces*6.

So if i were in the former case of using texturecoords i would be a factor 9 from the real size.

But so far i have following rendering, which is still "broken".
Click image for larger version. 

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