Problem glDrawElements using GL_LINE_LOOP...deformed result

Hi!
I try to render a mesh with GL_LINE_LOOP, but the result is deform:

This image show the vertex of the mesh and the indices:

The code to load and render:

void PhysicObject::Load(void)
{
    glGenVertexArrays(1, &BufferIds[0]);

    ExitOnGLError("ERROR: No se puede generar el VAO");
    glBindVertexArray(BufferIds[0]);
    ExitOnGLError("ERROR: No se puede bindear el VAO");

    // Activamos dos vertex attribute locations
    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);
    ExitOnGLError("ERROR: No se puede activar los vertex attributes");

    // Creamos los VBO
    glGenBuffers(2, &BufferIds[1]);
    ExitOnGLError("ERROR: No se pueden generar los buffer objects");

    // Bindeamos el VBO al VAO
    glBindBuffer(GL_ARRAY_BUFFER, BufferIds[1]);
    glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(VertexTextureNormal), &vertices[0], GL_STATIC_DRAW);
    ExitOnGLError("ERROR: No se puede bindear el VBO al VAO");

    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertices[0]) ,0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertices[0]) , (GLvoid*) sizeof(vertices[0].position));
    ExitOnGLError("ERROR: Could not set VAO attributes");

    // Creamos el IBO
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, BufferIds[2]);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices.front(), GL_STATIC_DRAW);
    ExitOnGLError("ERROR: No se puede bindear el IBO al VAO");

    glBindVertexArray(0);
}
void PhysicObject::Draw()
{
    std::cout<<c<<std::endl;
    // Create the ModelMatrix
    glm::mat4 ModelMatrix = glm::translate(
                                glm::mat4(1.0f),
                                getPosition()
                            );
    colormat->Prepare3dDraw(ModelMatrix);
    glBindVertexArray(BufferIds[0]);
    ExitOnGLError("ERROR: No se puede bindear el VAO para dibujar");

    glDrawElements(GL_LINE_LOOP, indices.size(), GL_UNSIGNED_INT, (GLvoid*)0);
    ExitOnGLError("ERROR: No se puede dibujar el meshpart");

    glBindVertexArray(0);
}

The primitive type (GL_TRIANGLES, GL_LINE_LOOP, etc.) and the order of indices are not independent; if you change the primitive type, indices may need to be adjusted. I’m guessing your indices were originally for GL_QUADS and the lines through the middle of the box are from the end of one quad to the start of the next.