a.) after ->map-ing the vertexbuffer, there are only 3 vertices set in it! The rest is 0.
b.) the indexbuffer is completly 0, but that is also the case when I load a working version of the app. So this should not be the reason.
EDIT: got it. I need to fill the vertexbuffer with:
VertexPosNormalTexColorColor2 *dataPtr2;
D3D11_MAPPED_SUBRESOURCE subresource2;
d3d11DevCon->Map(vBufferIn, 0, D3D11_MAP_WRITE_DISCARD, 0, &subresource2 );
dataPtr2 = (VertexPosNormalTexColorColor2 *)subresource2.pData;
for(int i=0;i<chunkVnum;i++){
dataPtr2[i] = verts[i];
}
d3d11DevCon->Unmap(vBufferIn, 0);