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so, to rework from comments: this is Z-fighting. The math is very well explained here: http://chaosinmotion.com/blog/?p=555, and the ways to solve it here: https://www.opengl.org/wiki/Depth_Buffer_Precision, but the gist is that Z-buffer is discrete, non-linear, and depends on the ratio of farplane/nearplane. discrete: the distance between near and far ...


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You have this code: GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(vertices.Length), vertices, BufferUsageHint.StaticDraw); This tells OpenGL to only upload as many bytes as there are elements in the array. That's why you see only small portion of the data on screen. You need to tell OpenGL how many bytes you actually want to buffer. ...



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