Original Post
Why is the stride for glVertexPointer, glTexCoordPointer and glNormalPointer set to 0 in the SGI and Nehe examples ?
I am packing all 3 into my data and I set the stride to (sizeof(GLfloat)*8) (3 for vertex, 3 for normal and 2 for texcoords). This (I think) is what causes it to crash once in a while. When my level loads everything is drawn fine. If I set the stride to zero, my geometry looks completely screwed up.
What should the stride be set to and why ?
Thanks,
Nitzan