I have a VBO that contains all the vertices, normals and colour data for a cube. The display is looking at the front of the cube so it should appear as a square. however I only get a triangle rendered in the top right corner of the display
link:
http://prntscr.com/4rlmlm (prntscrDOTcomSLASH4rlmlm)
does anyone know what I am doing wrong?
vertex locations:
v 1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 -1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -0.999999
v 0.999999 1.000000 1.000001
v -1.000000 1.000000 1.000000
v -1.000000 1.000000 -1.000000
My render code: (vbos is an arraylist of VBO objects that each contain the handles for the vbo's vertex, normal and color data)
glBindBuffer(GL_ARRAY_BUFFER, vbos.get(i).getVertexHandle());
glVertexPointer(VERTEX_SIZE, GL_FLOAT, 0, 0l);
glBindBuffer(GL_NORMAL_ARRAY, vbos.get(i).getNormalHandle());
glVertexPointer(NORMAL_SIZE, GL_FLOAT, 0, 0l);
glBindBuffer(GL_ARRAY_BUFFER, vbos.get(i).getColourHandle());
glColorPointer(COLOUR_SIZE, GL_FLOAT, 0, 0l);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, vbos.get(i).getVertexCount());
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);