title: Loading a 3d model in OpenGL
body: <p>i have been trying to load a 3d model in opengl. i have been successful in loading a small model which has 2000 vertices now i am trying to load a model which has 350000 vertices using the same loader but it simply does not show up.
  i am using the loader from <a href="http://www.morrowland.com/apron/tut_gl.php" rel="nofollow">http://www.morrowland.com/apron/tut_gl.php</a>
  and this is the function where i render the 3ds model</p>
  
  <pre><code> void C3dsLoader::Render_3ds()
  {
  
  for(int i = 0; i &lt; m3DModel.numOfObjects; i++)
  {
  
      if(m3DModel.pObject.size() &lt;= 0) break;                     
  
      t3DObject *pObject = &amp;m3DModel.pObject[i];                  
  
      if(pObject-&gt;bHasTexture)                                    
      {                                   
          glEnable(GL_TEXTURE_2D);                                
  
          glColor3ub(255, 255, 255);                              
  
          glBindTexture(GL_TEXTURE_2D, TextureArray3ds[pObject-&gt;materialID]); 
      } 
      else 
      {
          glDisable(GL_TEXTURE_2D);                               
  
          glColor3ub(255, 255, 255);                              
      }
  
      glBegin(GL_TRIANGLES);                                      
  
      for(int j = 0; j &lt; pObject-&gt;numOfFaces; j++)
      {
  
          for(int whichVertex = 0; whichVertex &lt; 3; whichVertex++)
          {
              int index = pObject-&gt;pFaces[j].vertIndex[whichVertex];
  
              glNormal3f(pObject-&gt;pNormals[ index ].x, pObject-&gt;pNormals[ index ].y, pObject-&gt;pNormals[ index ].z);
  
              if(pObject-&gt;bHasTexture) {
  
                  if(pObject-&gt;pTexVerts) {
                      glTexCoord2f(pObject-&gt;pTexVerts[ index ].x, pObject-&gt;pTexVerts[ index ].y);
                  }
              } else {
  
                  if(m3DModel.pMaterials.size() &lt; pObject-&gt;materialID) 
                  {
                      BYTE *pColor = m3DModel.pMaterials[pObject-&gt;materialID].color;
  
                      glColor3ub(pColor[0], pColor[1], pColor[2]);
                  }
              }
  
              glVertex3f(pObject-&gt;pVerts[ index ].x, pObject-&gt;pVerts[ index ].y, pObject-&gt;pVerts[ index ].z);
          }
      }
  
      glEnd();
  }
  </code></pre>
  
  <p>}</p>
  
  <p>i am using 3ds format.
  why is this so?</p>