Virtual Memory and VBO

Well, to close-off this thread, I finally got things under control! I still use floats for all my vertex data and switched to shorts for texture coord and switched to byte for normals.

The missing ingredient was to add /LARGEADDRESSAWARE option to MSVC’s linker. Otherwise, even on an 64 bit OS, I was stuck at using a 2GB address space for the application!! Using that switch allows me to use the full 32 bit 4GB (no need to switch to 64 bits yet).

I am now able to load 12 objects, each comprised of ~52MB vertex data and render them at the same time!

And for the data that was in READ_ONLY vbos, they are now in standard memory buffers!

Thanks everyone!