Quote:Original post by _the_phantom_
try switching that code to sizeof(_Vertex)*numVerts and sizeof(unsigned int)*numInd as i dont think that code is doing what you think it does..
Yup, tried that just after responding to your last post. No dice.
Quote:
oh, and using an unsigned short (whatever the gl type for that is, glushort i think) for indices is a much better idea, gfx cards can choke a bit on over 65K verts and you save half the space vs ints
I wish I could. Sadly, only the smallest of the objects I'm loading with this project are sub 65,000 polygons. The large ones near 200,000.
Thank you for your response, _the_phantom_.