   VBO indices problem...
  Hi again, I'm having quite some struggle with VBO's, more precisly indexed VBOs.Could someone explain why this works...    for (int i=0; i < T->meshes[a]->indexCount; i++)    {   glTexCoord2fv(&T->meshes[a]->uvs.x);   glVertex3fv(&T->meshes[a]->vertices[T->meshes[a]->indices].x);    }...while VBO's provides funky UV's? Vertices seem correct as the structure of the models are correct.I also tried to modify the loading, and that helps to some extent - but some areas of the model are still problematic: mesh->uvs = new var2<float>[mesh->uvCount]; var2<float> *uvs = new var2<float>[mesh->uvCount]; data.read((char *)(&uvs[0]), sizeof(var2<float>)*mesh->uvCount); for (int i=0; i < mesh->indexCount; i++) mesh->uvs[mesh->indices] = uvs;Since the immediate mode rendering can be controlled to a higher extent, I suspect that my exporter is providing false uv-coords and that I "repair" these in code. But as VBO expect a more rigid structure, rendering gets messy.I'm getting both cross-eyed and grey-haired from this dilemma, and would be grateful for any tips. :)Thank you for your time!/Robert   
  Do check what the values of UVs are, and make sure with glEnableClientState that the texcoord0 is enabled and properly bound.   