You don't have to worry about alignment in your case. You have a buffer that you use as an array of 32-bit floats (as specified by the glVertexAttribPointer
calls) and both your position and normal data is already properly aligned at float
boundaries (given that GL's GL_FLOAT
type has the same size and alignment as C++'s float
type, which is virtually always the case). So your errors are caused by something else.
Christian Rau
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