indice_count = pscene->indice_count,
vertex_length = vertex_count * sizeof(scene_vert),
index_length = indice_count * sizeof(u32),
- tot_size = sizeof(scene) + vertex_length + index_length;
+ tot_size = vg_align8(sizeof(scene) + vertex_length + index_length);
/* copy down index data */
void *dst_indices = pscene->arrvertices + vertex_count;
glEnableVertexAttribArray( 0 );
/* 1: normal */
- glVertexAttribPointer( 1, 3, GL_BYTE, GL_TRUE,
+ glVertexAttribPointer( 1, 4, GL_BYTE, GL_TRUE,
stride, (void *)offsetof(scene_vert, norm) );
glEnableVertexAttribArray( 1 );