need help with glInterleavedArrays

BlitzMax Forums/BlitzMax OpenGL Programming/need help with glInterleavedArrays

I am trying to figure out how to use glInterLeaveArrays with out any luck. I am using it to draw a texture box. some how it is not working correctly. I can do it fine with independent GL_QUADS for each side but I can't get it to work with glInterleaveArrays. this is the code so far:

Strict
Type Vertex
    Field tu#, tv#;
    Field x#, y#, z#;
End Type

Global ScreenWidth:Int=800
Global ScreenHeight:Int=600
Global Checkimage:Byte[256,256,4]
Global Texname:Int
Global g_fDistance# = -4.5;
Global g_cubeVertices:vertex[24]
Global light_position#[] = [1.0, 1.0, 0.0, 0.0] 

RestoreData verts
For Local i% = 0 To 23
	g_cubeVertices[i] = New Vertex
	ReadData g_cubeVertices[i].tu 
	ReadData g_cubevertices[i].tv
	ReadData g_cubevertices[i].x
	ReadData g_cubevertices[i].y
	ReadData g_cubevertices[i].z
Next  

#verts
		' Front Face
DefData 0.0, 0.0, -1.0, -1.0, 1.0       ' Bottom Left Of The Texture And Quad
DefData 1.0, 0.0,  1.0, -1.0, 1.0       ' Bottom Right Of The Texture And Quad
DefData 1.0, 1.0,  1.0,  1.0, 1.0       ' Top Right Of The Texture And Quad
DefData 0.0, 1.0, -1.0,  1.0, 1.0       ' Top Left Of The Texture And Quad
		' Back Face
DefData 1.0, 0.0, -1.0, -1.0, -1.0      ' Bottom Right Of The Texture And Quad
DefData 1.0, 1.0, -1.0,  1.0, -1.0      ' Top Right Of The Texture And Quad
DefData 0.0, 1.0,  1.0,  1.0, -1.0      ' Top Left Of The Texture And Quad
DefData 0.0, 0.0,  1.0, -1.0, -1.0      ' Bottom Left Of The Texture And Quad
		' Top Face
DefData 0.0, 1.0, -1.0,  1.0, -1.0      ' Top Left Of The Texture And Quad
DefData 0.0, 0.0, -1.0,  1.0,  1.0      ' Bottom Left Of The Texture And Quad
DefData 1.0, 0.0,  1.0,  1.0,  1.0      ' Bottom Right Of The Texture And Quad
DefData 1.0, 1.0,  1.0,  1.0, -1.0      ' Top Right Of The Texture And Quad
		' Bottom Face
DefData 1.0, 1.0, -1.0, -1.0, -1.0      ' Top Right Of The Texture And Quad
DefData 0.0, 1.0,  1.0, -1.0, -1.0      ' Top Left Of The Texture And Quad
DefData 0.0, 0.0,  1.0, -1.0,  1.0      ' Bottom Left Of The Texture And Quad
DefData 1.0, 0.0, -1.0, -1.0,  1.0      ' Bottom Right Of The Texture And Quad
		' Right face
DefData 1.0, 0.0,  1.0, -1.0, -1.0      ' Bottom Right Of The Texture And Quad
DefData 1.0, 1.0,  1.0,  1.0, -1.0      ' Top Right Of The Texture And Quad
DefData 0.0, 1.0,  1.0,  1.0,  1.0      ' Top Left Of The Texture And Quad
DefData 0.0, 0.0,  1.0, -1.0,  1.0      ' Bottom Left Of The Texture And Quad
		' Left Face
DefData 0.0, 0.0, -1.0, -1.0, -1.0      ' Bottom Left Of The Texture And Quad
DefData 1.0, 0.0, -1.0, -1.0,  1.0      ' Bottom Right Of The Texture And Quad
DefData 1.0, 1.0, -1.0,  1.0,  1.0      ' Top Right Of The Texture And Quad
DefData 0.0, 1.0, -1.0,  1.0, -1.0      ' Top Left Of The Texture And Quad

GLGraphics ScreenWidth,ScreenHeight
LoadGlTextures()
glClearColor( 0.0, 0.0, 0.0, 1.0 )

glEnable( GL_TEXTURE_2D );
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45.0,Float(ScreenWidth)/Float(ScreenHeight),0.1,100.0)
glMatrixMode(GL_MODELVIEW)
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glEnable(GL_TEXTURE_2D)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
glBindTexture(GL_TEXTURE_2D,Texname)
glLoadIdentity()
glTranslatef (0.0,0.0,-8.0)
glBindTexture( GL_TEXTURE_2D, Texname );
glInterleavedArrays( GL_T2F_V3F, 0, g_cubeVertices );
glDrawArrays( GL_QUADS, 0,24 );
glDisable(GL_TEXTURE_2D)
Flip()
WaitKey()




Function LoadGlTextures()
	Local PointeurImg:Byte Ptr
	Local TexWidth
	Local TexHeight
	Local tex01:TPixmap=LoadPixmap("data\radiation_box.png")
	TexWidth=tex01.Width
	TexHeight=tex01.Height
	PointeurImg=PixmapPixelPtr(tex01,0,0)
	Local pp%=0
	For Local y%=TexHeight-1 To 0 Step -1
		For Local x%=0 To TexWidth-1
			If x> 31 And x< (TexWidth-31) And y > 31 And y<(TexHeight-31)
			
				Checkimage[y,x,0]=PointeurImg[pp]
				Checkimage[y,x,1]=PointeurImg[pp+1]
				Checkimage[y,x,2]=PointeurImg[pp+2]
				Checkimage[y,x,3]=100 ' alpha
			Else
				Checkimage[y,x,0]=PointeurImg[pp]
				Checkimage[y,x,1]=PointeurImg[pp+1]
				Checkimage[y,x,2]=PointeurImg[pp+2]
				Checkimage[y,x,3]=255 ' alpha
			EndIf	
			pp=pp+3
		Next
	Next
	tex01=Null
	glPixelStorei(GL_UNPACK_ALIGNMENT,1)
	glGenTextures(1, Varptr Texname)
	glBindTexture(GL_TEXTURE_2D, Texname)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TexWidth, TexHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, Checkimage)
End Function