Are you using 16-bit or 32-bit indices for your model? If you're using 16-bit indices, your draw calls would be limited to ~22000 triangles (65536 / 3). Show us the code where the index buffer is created.
Hi !
I don't use indices but draw it by Draw(int vertexCount, int startVertexLocation).
I found the problem out possibly.
When I call Buffer.Create(), it should cost about 207MB memory.
The result is only 128MB.
I guess it is a problem.
Now, I should do what to solve this problem.
My partial code:
//build mesh buffer
VerticesBuffer = Buffer.Create( device, BindFlags.VertexBuffer, VerNormaldata ); //VerNormaldata size is about 200MB.
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VerticesBuffer, Utilities.SizeOf<Vector3>()*2, 0));
//Draw Model
context.Draw( ModelData, 0);