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glDrawElements on vbo

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No problem using glDrawArrays on a vbo or glDrawElements in immediate mode but I can't get anything drawn using glDrawElements on a vbo.
	glGenBuffers(2, &buf[0]);
	glBindBuffer(GL_ARRAY_BUFFER, buf[0]);
	glBufferData(GL_ARRAY_BUFFER, HEIGHTM_WIDTH*HEIGHTM_WIDTH*TUXYZ*sizeof(float), 
		&mesh[0][0][0], GL_STATIC_DRAW);
	glInterleavedArrays(GL_T2F_V3F, 0, NULL );
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glEnableClientState(GL_VERTEX_ARRAY);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf[1]);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, HEIGHTM_WIDTH*2*sizeof(float), 
		&meshIndices[0][0], GL_STATIC_DRAW);

	glDrawElements(GL_TRIANGLE_STRIP, HEIGHTM_WIDTH*2, GL_UNSIGNED_INT, NULL);
I keep checking my arrays and indices, I think they are good. Did I skip a step in setting up the indices array? Note that I'm just drawing the first triangle strip in this height map, which was fine in the other modes.

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The only obvious thing I can see wrong with that is the use of "sizeof(float)" when specifying the size of the index array, but that shouldn't make any difference as it should match "sizeof(unsigned int)" anyway.
Maybe more code would help.

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