title: How do you use glDrawElements with GL_UNSIGNED_INT for the indices?
body: <p>I'm trying to draw 3d objects that have more than 65536 vertices on the iPad, but can't figure out what I'm doing wrong. My original model that used GL_UNSIGNED_SHORT worked just fine, but now with GL_UNSIGNED_INT, I can't get anything to show up using the glDrawElements command. It's like the renderer is ignoring my glDrawElements line completely. The portion of my rendering loop that I'm referencing is below:</p>
  
  <pre><code>glEnableClientState(GL_VERTEX_ARRAY);
  glEnableClientState(GL_NORMAL_ARRAY);
  
  glVertexPointer(3, GL_FLOAT, sizeof(assemblyObj-&gt;vertices[0])*6, &amp;assemblyObj-&gt;vertices[0]);
  glNormalPointer(GL_FLOAT, sizeof(assemblyObj-&gt;vertices[0])*6, &amp;assemblyObj-&gt;vertices[0]);
  
  for (int i = 0; i &lt; assemblyObj-&gt;numObjects; i++)
  {
       glDrawElements(GL_TRIANGLES, assemblyObj-&gt;partList[i].faceArray.size(), GL_UNSIGNED_INT, &amp;assemblyObj-&gt;partList[i].faceArray[0]);
  }
  
  glDisableClientState(GL_VERTEX_ARRAY);
  glDisableClientState(GL_NORMAL_ARRAY);
  </code></pre>
  
  <p>vertices is defined as:</p>
  
  <pre><code>vector&lt;float&gt; vertices;
  </code></pre>
  
  <p>and each faceArray is defined as:</p>
  
  <pre><code>vector&lt;UInt32&gt; faceArray;
  </code></pre>
  
  <p>Any suggestions on what I'm doing wrong that is preventing my geometry from drawing?</p>