Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 8893919
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 14, 20262026-06-14T23:22:05+00:00 2026-06-14T23:22:05+00:00

I don’t understand what’s going on! I have this mesh loader, and when I

  • 0

I don’t understand what’s going on! I have this mesh loader, and when I load small meshes with it, my program works fine, drawing the whole mesh. But now that I tested the program with a big mesh (upwards of 100,000 vertices) it only draws a tiny section of it! Is it something with my graphics card, like some insanely small limit or something?

Using LWJGL, some code I picked up from their tutorials:

private ByteBuffer indexBuffer;

...

// Create a new VBO for the indices and select it (bind)
indxBufId = glGenBuffers();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indxBufId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexBuffer, GL_STATIC_DRAW);

...

// Bind to the index VBO that has all the information about the order of the vertices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indxBufId);

// Draw the vertices
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_BYTE, 0);

// Put everything back to default (deselect)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-14T23:22:07+00:00Added an answer on June 14, 2026 at 11:22 pm

    No, past self, it is not a problem with your graphics card or anything, it is a problem with your indexes. You’re using BYTES for your index buffer, and that’s perfectly fine, and likely preferable due to its small size, when working with small models like 12-triangled cubes.

    But if your model runs over 256 indexes into your vertex array, you’re gonna get wrap around. A LOT. Especially when you’re asking for index 125,647.

    If your model is bigger than 256 verts, its time to up to a short or an int. Remember to change the following things:

    private ByteBuffer indexBuffer; //change to
    private ShortBuffer indexBuffer; //or
    private IntBuffer indexBuffer;
    

    and these:

    glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_BYTE, 0); //fine for up to 256
    glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, 0); //up to 65535
    glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0); //up to 4294967295
    

    Remember, though Java’s ints, shorts, and bytes are all signed, OpenGL is working with unsigned, and will convert the stuff in your buffers accordingly.

    (Though these examples are LWJGL, this goes for normal OpenGL in C languages as well.)

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

Don't understand this simple code: def main(): print (This program illustrates a chaotic function)
Don't think that I'm mad, I understand how php works! That being said. I
Don't overthink this - there's a very commonly used term and I ... have
Don't think my virtualhost is working correctly. This is what I have inside of
Don't know if this has been answered before. Have custom routes to users. If
Don't understand, if Data.Map is and [] is. I found this out while wondering
Don't know why but I can't find a solution to this. I have 3
don't know better title for this, but here's my code. I have class user
Don't quite understand why this copy constructor is not invoked when I build with
Don't know how to frase this but I found this code wich works as

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.