Does anyone else's VM crash on this code?

Try TestMaxJmeWrite. It loads a model for display. My VM crashes after about 2-3 seconds of the model being up (it only happens on this model and a few others). The model loads totally without controllers so theren’s no reason for it to “last a bit then crash” unless it’s in jME (right?). If yours doesn’t crash right away, try pressing B or L to change bounding box viewing and it should crash. If it doens’t for anyone else, then I know it’s just me.



For me, the crash is at

Current Java thread:

at org.lwjgl.opengl.GL12.nglDrawRangeElements(Native Method)

at org.lwjgl.opengl.GL12.glDrawRangeElements(Unknown Source)

at com.jme.renderer.lwjgl.LWJGLRenderer.draw(Unknown Source)

at com.jme.scene.TriMesh.draw(Unknown Source)

at com.jme.scene.Spatial.onDraw(Unknown Source)

at com.jme.scene.Node.draw(Unknown Source)

at com.jme.scene.Spatial.onDraw(Unknown Source)

at com.jme.scene.Node.draw(Unknown Source)

at com.jme.scene.Spatial.onDraw(Unknown Source)

at com.jme.scene.Node.draw(Unknown Source)

at com.jme.scene.Spatial.onDraw(Unknown Source)

at com.jme.renderer.lwjgl.LWJGLRenderer.draw(Unknown Source)

at com.jme.app.SimpleGame.render(Unknown Source)

at com.jme.app.BaseGame.start(Unknown Source)

at jmetest.renderer.loader.TestMaxJmeWrite.main(TestMaxJmeWrite.java:35)

Works fine on mine. I’m wondering though if there is some kind of vertex limit on older cards (older being a relative term of course)… Saw a remark about DrawRangeElements saying that there was such a limit (this guy said his card had 4096 vertices as a limit)… Perhaps some models have solid parts that exceed this vertice limit? Theoretical at this point… Will dig deeper.