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It's possible that your attribute offsets supplied to glVertexAttribFormat are failing to take data structure padding into account, leading to incorrectly-read vertex normals once your interleaved vertex buffer is bound. When using glVertexAttribPointer, did you calculate the offset pointer in the same way as described above, or were you taking it from the ...


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DXGI_FORMAT_R32G32B32_FLOAT is not 16 bytes, that's the first problem after a quick look. Either declare it 12 in your layout or specify D3D11_APPEND_ALIGNED_ELEMENT instead. Or Make it DXGI_FORMAT_R32G32B32A32_FLOAT instead depending on your matrix.



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