=x; color = (GLubyte) RH; // read color = height colorData
= color; // define color p++; vertexData
=RH/10.0f; color = (GLubyte) RH; // read color = height colorData
= color; // define color p++; vertexData
=z; color = (GLubyte) RH; // read color = height colorData
= color; // define color p++; vertexData
=x; color = (GLubyte) RH; // read color = height colorData
= color; // define color p++; vertexData
=ReadHeight(x,ZM)/10.0f; color = (GLubyte) RH; // read color = height colorData
= color; // define color p++; vertexData
=ZM; color = (GLubyte) RH; // read color = height colorData
= color; // define color p++; vertexData
=XM; color = (GLubyte) RH; // read color = height colorData
= color; // define color p++; vertexData
=ReadHeight(XM,z)/10.0f; color = (GLubyte) RH; // read color = height colorData
= color; // define color p++; vertexData
=z; color = (GLubyte) RH; // read color = height colorData
= color; // define color p++; // Second triangle vertexData
=XM; color = (GLubyte) RH; // read color = height colorData
= color; // define color p++; vertexData
=ReadHeight (XM, ZM) / 10.0f; color = (GLubyte) RH; // read color = height colorData
= color; // define color p++; vertexData
=ZM; color = (GLubyte) RH; // read color = height colorData
= color; // define color p++; } } glGenBuffersARB(1, &colorBuffer); glBindBufferARB(GL_ARRAY_BUFFER_ARB, colorBuffer); glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(colorData), colorData, GL_STATIC_DRAW_ARB); glGenBuffersARB(1, &vertexBuffer); glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertexBuffer); glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(vertexData), vertexData, GL_STATIC_DRAW_ARB); } // drawing the terrain void Terrain () { glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertexBuffer); glVertexPointer(3, GL_FLOAT, 0, 0); glBindBufferARB(GL_ARRAY_BUFFER_ARB, colorBuffer); glColorPointer(3, GL_BYTE, 0, 0); glDrawArrays(GL_TRIANGLE_STRIP, 0, p/4); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); } What is wrong with my code? Greetings, Renran