Large Vertex Array Crash with VBO

Hello. I have the following problem:
I use the ARB_vertex_buffer_object extension to buffer my vertex array (float * VertexArray) in video memory. But when i try to cache larger arrays (with more than ~22500 vertices = 270,000 bytes) my program simply stops responding (blank screen). When i turn off VBO it runs normally (and damned slow )
Any ideas would be great! Thank you!

What implementation are you using?

Im using VC++ 6.0 SP5
May i include the code too? (it works fine with VertexCount < ~150)

Try to check what is maximum aviable number of indices in a vertex array like this:

int maxINDICES,maxVERTICES;
glGetIntegerv(maxVERTICES, GL_MAX_ARRAY_VERTICES);
glGetIntegerv(maxINDICES, GL_MAX_ARRAY_INDICES);

Hope this will help.

[This message has been edited by LordOfTheUniverse (edited 01-12-2004).]

@orbano: I guess Korval wants to know which videocard+driver you are using

There are no such variables defined in the ARB_vertex_buffer_object extension. (the standard ogl vertex array works fine)

Im using Radeon 8500 with catalyst 3.9

Im using Radeon 8500 with catalyst 3.9

Try the Cat 3.10’s.

it crashes too. even with radeon9700