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VBO random behaviour with large meshes

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Im currently experiencing a strange behaviour when modifying meshes with VBO and 'large' objects..

the VBOs are mapped before transformations, and then unmapped.

if the mesh has approx. < 5000 faces, everything is ok, otherwise, after the transformations (and the unmapping) parts of it explode with random vertex positions..

glMapBuffer does never return NULL and glUnmapBuffer always returns GL_TRUE.

It doesnt seems to be a memory issue.. IMHO its a driver-related bug in managing mapping/unmapping of 'large' meshes..

My card is a GeForce 330M with 1Gb VRAM under FreeBSD 8.0 with driver rel. 256.35

any ideas?

PS: I wouldnt call a 10k face mesh 'large' anyway.. but it seems like 5k is the limit.. then everything messes up..

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