The BaseVertexLocation however is another kind of offset. The MSDN says that "BaseVertexLocation is a value added to each index before reading a vertex from the vertex buffer." So this offset is changing the index which is used to access the vertex buffer.
The error message you get is related to the situation where your drawing call is "out of bounds" ie. trying to read indices outside of the index buffer.
Changing just BaseVertexLocation shouldn't give this error since it doesn't affect the starting point of reading or the amount of reading from the index buffer. However, messing with all the three values (BaseVertexLocation, StartIndexLocation, Index Buffer Offset) are a good source of errors and incorrect output.
You should look into the the program logic again and verify that you are reading the index buffer from desired location with the amount of indices that resides inside the buffer.
Enable Direct3d debugging and enable the break points so that you can halt the program at the point which creates the error.
Edited by kauna, 02 January 2013 - 05:42 AM.
As far as I know, StartIndexLocation and Index Buffer Offset is almost the same thing. The difference is that the offset is in bytes so you have to take the index size (16 bit vs 32 bit) into account. They both accomplish the same thing, ie. defining where to start reading the indices. Both can be used in the same time or just one of them. Typically I define the location of the indices only with the byte offset.