I have some packed vertex data that runs to 6 bytes per vertex:
glVertexAttribPointer Shader.pos3d_loc, 3, GL_UNSIGNED_BYTE, True, 6, 0
glVertexAttribPointer Shader.norm_loc, 3, GL_UNSIGNED_BYTE, True, 6, 3
Are there any performance penalties (eg hidden memory copies) induced by using strides and offsets that aren't a multiple of 4 bytes?