My app is dying whenever the data specified by glBindBufferARB nears 30 MB. This is merely raw vertex and normal data, with no indices used.
Vanilla vertex arrays work fine, and so does VBO up until the 30 MB mark.
This is on a GeForce4 Ti 4200, 44.03 drivers. P4 2.8, Windows 2000 SP4, and 1GB of RAM.
Has anyone seen this before?



