node->vertex_size * sizeof(GLfloat),
data, node->vertex_store->bufferobj );
+ data += node->attrsz[0]; /* skip vertex position */
+
for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
if (node->attrsz[i]) {
GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;