Hi, I also have the same problem with rendering certain Quake3 maps, I'm sure its the same thing causing it and am currently trying to swap over to Triangles but I'm having trouble working out what to change in my code to do that correctly, this is what I think is the relevant section of my current code:
// If we're not using VBOs.if(!GLEE_ARB_vertex_buffer_object || map->mVertexBufferAssigned == false){ // Set the array of vertexes to draw. glVertexPointer(3, GL_FLOAT, sizeof(Q3Vertex), &(map->mVertexes[0].position));}// If we're using VBOs.else{ // Bind the VBO to use. glBindBuffer(GL_ARRAY_BUFFER, map->mVBOVertex); glVertexPointer(3, GL_FLOAT, 0, 0);}// Draw all of the polygon elements.glDrawArrays(GL_TRIANGLE_FAN, curFace.vertex, curFace.numVertices);
I've tried replacing GL_TRIANGLE_FAN with GL_TRIANGLES and that didn't work (all maps became holey), so I'm unsure as to what to change without resorting to trial and error to fix it. Can anyone help? Thanks! :) I apologise if its really obvious how to do this, I'm still fairly new to OpenGL.