Original Post
Hi Im having trouble with small meshes (cubes and such) getting screwed up on ATI cards when using VBO:s and glDrawArrays(). My first thought was that it was the size of the VBO that was the problem so i told my vbo manager to make them 4096 bytes for a minimum. This did seem to solve it for the scene i was working with back then. But now i have run into the same problem with my tree rendering. I dont batch trees atm since "pseudo-instancing" and imposters give good enough performance. So this means im rendering meshes with only 4 tris (two crossed quads) over and over (for low lod). It works for the first few frames but then it goes haywire and the vertices seem to get random positions (seems the VBO gets screwed up)... ..im thinking this might be an ATI optimization of some kind that is behaving in the wrong way. Has anyone else had this problem? Greetz David