This is a relatively weird one I beleieve. I’m rendering a scene using VBOs and glsl shaders and after rendering properly for some time (which seems to be arbitrary) the window goes black.
Now I’ve tracked the problem down to the glDrawElements call generating an OUT_OF_MEMORY error and of course not drawing anything. I’ve also made sure the glsl shaders are not the problem by rendering with the fixed path and by also trying to render using the shaders with immediate mode primitivies instead of using VBOs (basically drawing a quad with glVertex* calls instead of calling glDrawElements).
So everything seems to point to the VBOs but how is it possible that they initially work correctly with no gl errors and then suddenly break down for seemingly no reason. Nothing special happens, no change in the scene at all, except for the modelview matrix. If the modelview matrix (the camera) doesn’t change all is well…
Anybody has any ideas? I’d consider this a driver bug but a driver update didn’t help. I’m using an nVidia card with latest drivers in Linux.