Hello,
Are VBO limited in size ?
I dont manage to find it in the spec but my english is so poor.
I explain my problem :
I have two VBO, one for normals, one for vertices.
When I use 120000 float for each (40000 vertex),display look good
with 196608 : application crash
with 270000 : 30% of the model appear but the first render look good (when i disable the cleaning of the screen).
size of vbo stay constant.
for more than 196608 float, if in the init, i dont relase data and in the display, i send the data in the vbo. it works but with 2fps. I get 22fps using VA and 85 with display list (Vsync on).
code for init :
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);// Generate And Bind The Vertex Buffer
glGenBuffersARB( 1, &vbovertices );
glBindBufferARB( GL_ARRAY_BUFFER_ARB, vbovertices);
glBufferDataARB(GL_ARRAY_BUFFER_ARB,nbfloat*sizeof(float),vertices, GL_STATIC_DRAW_ARB);//Generate And Bind The Normal Coordinate Buffer
glGenBuffersARB( 1, &vbonormals );
glBindBufferARB( GL_ARRAY_BUFFER_ARB, vbonormals );
glBufferDataARB( GL_ARRAY_BUFFER_ARB,nbfloat*sizeof(float), normals, GL_STATIC_DRAW_ARB);free(normals);
free(vertices);
Display code :
glBindBufferARB( GL_ARRAY_BUFFER_ARB, vbovertices );
glVertexPointer( 3, GL_FLOAT, 0, BUFFER_OFFSET(0) );
glBindBufferARB( GL_ARRAY_BUFFER_ARB, vbonormals );
glNormalPointer(GL_FLOAT,0,BUFFER_OFFSET(0) );
glDrawArrays(GL_QUADS,0,nbv);
config
AthlonXP1900/WIndowsXP/Geforece3ti200/driver 52.16