{"action":"closed","issue":{"url":"https://api.github.com/repos/libgdx/libgdx/issues/3515","labels_url":"https://api.github.com/repos/libgdx/libgdx/issues/3515/labels{/name}","comments_url":"https://api.github.com/repos/libgdx/libgdx/issues/3515/comments","events_url":"https://api.github.com/repos/libgdx/libgdx/issues/3515/events","html_url":"https://github.com/libgdx/libgdx/issues/3515","id":113651336,"number":3515,"title":"VBO indexing GL_LINES style","user":{"login":"azlax","id":7586405,"avatar_url":"https://avatars.githubusercontent.com/u/7586405?v=3","gravatar_id":"","url":"https://api.github.com/users/azlax","html_url":"https://github.com/azlax","followers_url":"https://api.github.com/users/azlax/followers","following_url":"https://api.github.com/users/azlax/following{/other_user}","gists_url":"https://api.github.com/users/azlax/gists{/gist_id}","starred_url":"https://api.github.com/users/azlax/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/azlax/subscriptions","organizations_url":"https://api.github.com/users/azlax/orgs","repos_url":"https://api.github.com/users/azlax/repos","events_url":"https://api.github.com/users/azlax/events{/privacy}","received_events_url":"https://api.github.com/users/azlax/received_events","type":"User","site_admin":false},"labels":[],"state":"closed","locked":false,"assignee":null,"milestone":null,"comments":1,"created_at":"2015-10-27T18:29:52Z","updated_at":"2015-10-27T18:51:00Z","closed_at":"2015-10-27T18:51:00Z","body":"Say the vertices and indices indexing below, all while respecting the max of 32k vertices possible for a mesh:\r\n\r\n![Image](http://s17.postimg.org/raq2q5167/verticesindices.png)\r\n\r\nCouldn't we change the type of the indices array passed to the mesh from type short to int. Defining triangles with GL_LINES in VBO indexing style needs 5 indices per triangle and therefor quickly busts the indexes of a short[].\r\n\r\nshort: The short data type is a 16-bit signed two's complement integer. It has a minimum value of -32,768 and a maximum value of 32,767 (inclusive). \r\n\r\n32k vertices in this meshing fashion can create nearly ~ 32k triangles, indexing it needs 5 indices per triangle = 160k indices array size\r\n\r\n\r\n\r\n\r\nThanks for checking this,"}}