glEnableClientState(GL_VERTEX_ARRAY);

GLuint VertexVBOID[2];

glGenBuffers(1, VertexVBOID);

glBindBuffer(GL_ARRAY_BUFFER, VertexVBOID[0]);

glBufferData(GL_ARRAY_BUFFER, ((VertexTotal*3) * sizeof(float)), electrodexyz, GL_STATIC_DRAW);

GLuint IndexVBOID;

glGenBuffers(1, &IndexVBOID);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexVBOID);

glBufferData(GL_ELEMENT_ARRAY_BUFFER, (VertexTotal) * sizeof(unsigned int), indices, GL_STATIC_DRAW);

glVertexPointer(3, GL_FLOAT, 0, 0);

glDrawElements(GL_TRIANGLES, (VertexTotal), GL_UNSIGNED_INT, 0);

I’m currently using this to render a model of 50,000 vertices. The problem is that when rendering I get this output, rather than a brain model. I believe the indices must be wrong, but I can’t determine how. When importing the model I add each x,y,z coord to an array of 3 times the number of vertices (for x,y,z).

Then for each vertex I add count++ to the value of the indices, example array[0] = 1; array[1] = 2; array[n] = n+1;

Am I approaching using VBO’s and IBO’s wrong?

Help is greatly appreciated