   Out of System Memory
  I am using a vertex buffer and an index buffer.  I have a terrain that is 64*64 vertices.  It renders fine, but when I try to store anything else using a vertex buffer, my program crashes and says I'm out of system memory.  I am assuming it means video memory.  I have to imagine that I should be able to store more than what I have in a vertex buffer.  Is there anything I need to do to maximize my space on the video card with out doing the obvious, using smaller vertices.   
  What sort of hardware are you using?!Even on the ancient 2 or 4mb cards you shouldn't have any problems with a 64*64 grid of vertices [oh]Q: What call is returning an error? What is the specific error code?Q: Are you sure you're not accidentally allocating more memory or looping your allocation code?Q: Which version of Direct3D are you using? managed/unmanaged v8/v9...Jack   ;  Hardware:NVIDIA GeForce2 MX/MX 400I'm using DirectX9 unmanagedjust to verifiy:I have my 64*64 terrainThat means I will have:64*64=4096 vertices(64-1)(64-1)*2=7938 triangles7938*3=23814 indecies;  okay, but I'm still curious about details regarding: Quote:when I try to store anything else using a vertex buffer, my program crashes and says I'm out of system memoryCan you post the lines of code where the crash originates from? Also, the exact error thats produced would be useful.Purely as a hunch I'm thinking your general application might be at fault - trashing a pointer(s), memory leaks and/or misallocating too much data etc..It'd be really unusual if this was actually Direct3D or the drivers fault.Jack   