OpenGL interoperability rendering troubles glDrawArrays not showing up right.

I’ve been trying to create a particle engine, and it works fine rendering it point by point, but when I switch to glDrawArrays, It will only render at exactly 0,0,0. Here is my thread at OpenGL with my code. Please help me…
http://www.opengl.org/discussion_boards/ub…amp;#Post274833
Thanks.

Are you sure your VBO contains valid coordinates? Try reading it back to the CPU and printing out the values.

The particles sample in the SDK shows how to do this kind of thing.

Yes, I currently read them back and print out:
0.00, 0.00, 0.00
0.01, 0.00, 0.00
0.02, 0.00, 0.00
etc.

for drawParticles() I only see the one particle at coordinates 0.00, 0.00, 0.00,
If I use drawParticles2() with the same coordinates except y = 1, I can see all of them in a line above the single particle from drawParticles().