Hi Roland,

I completely agree with Ian on this one. glDrawArrays seems more appropriate for the way you are composing your arrays. IMO, this should not be setting any constraints on how many vertices you can supply to the GL tough. 

How much RAM does your video card have?

Alejandro.-

On Tue, Jul 13, 2010 at 1:22 PM, Ian Mallett <geometrian@gmail.com> wrote:
My recommendation: use glDrawArrays(...).

#Init:

self.vertices = []
self.normals = []
self.nbrindices = 0
unit = 1.0
y = 0.0
rows = 2
columns = 8
z_center_delta = unit * (float(rows) / 2.0)
x_center_delta = unit * (float(columns) / 2.0)
for i in range(rows):
    delta_z = (unit * float(i)) - z_center_delta
    for j in range(columns):
        delta_x = (unit * float(j)) - x_center_delta
        self.vertices += [[0.0 + delta_x, y, 0.0 + delta_z],
                          [0.0 + delta_x, y, unit + delta_z],
                          [unit + delta_x, y, unit + delta_z],
                          [unit + delta_x, y, 0.0 + delta_z]]
        self.normals += [[0.0, +1.0, 0.0],
                         [0.0, +1.0, 0.0],
                         [0.0, +1.0, 0.0],
                         [0.0, +1.0, 0.0]]

#Draw:
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE)


glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_NORMAL_ARRAY)

glVertexPointer(3, GL_FLOAT, 0, self.vertices) # Specify the vertex list to be used to draw the object
glNormalPointer(GL_FLOAT, 0, self.normals) # Specify the normals list to be used to draw the object

glDrawArrays(GL_QUADS,0,len(self.vertices))


glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_NORMAL_ARRAY)

Ian

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--
Alejandro Segovia Azapian
Director, Algorithmia: Visualization & Acceleration
http://web.algorithmia.net