# glDrawRangeElementsBaseVertex problems

Hi, i have some problems with glDrawRangeElementsBaseVertex function.
i want to store the vertices of all models in one vertex buffer and index buffer, and only render one model of them, how to do it?
FOR EXAMPLE: THERE ARE 2 MODELS

struct POSITION
{
FLOAT P[3];
};

struct NORMAL
{
FLOAT N[3];
};

MODEL0:
VERTICES: P0,P1,P2,P3,N0,N1,N2,N3
INDICES: 0,1,2,3,2,1

MODEL1:
VERTICES: P4,P5,P6,P7,P8,P9,N4,N5,N6,N7,N8,N9
INDICES: 0,2,3,1,4,5,1

I STORE VERTICES OF ALL MODELS IN A SINGLE VERTEXBUFFER AND INDEX BUFFER.

VERTEX BUFFER: P0,P1,P2,P3,N0,N1,N2,N3, P4,P5,P6,P7,P8,P9,N4,N5,N6,N7,N8,N9
INDEX BUFFER: 0,1,2,3,2,1, 0,2,3,1,4,5,1

I ONLY WANT TO RENDER MODEL1, SO ,FOR MODEL1:

BindVertexBuffer
BindIndexBuffer
VertexPointer(…, SIZEOF(POSITION)*4 + SIZEOF(NORMAL)*4);
NormalPointer(…, SIZEOF(POSITION)*4 + SIZEOF(NORMAL)*4 + SIZEOF(POSITION)*6 );

DrawRangeElementsBaseVertex(TRIANGLES,0,6,6,UNSIGNED_INT,7,0);// THE BASE VERTEX IS 0, BECAUSE I SPECIFY THE EXACT OFFSET BY VERTEX POINTER

BUT THE ABOVE CODE DESCRIBED IN PSEUDO-CODE CAN NOT WORK. I DONT KNOW WHY, HOPE SOMEONE CAN TELL ME THE REASON,THANKS!

THERE’S TOO MUCH SHOUTING IN YOUR POST! IT IS VERY HARD TO READ! TURN OFF YOUR CAPSLOCK, AND MAYBE PEOPLE CAN HELP YOU! AM I TALKING LOUD ENOUGH!

But seriously, post again without the ALL CAPS.