In the patch in which I have problems I create dynamically the indexes (012230456 and so on) then, based on the number of indexes, patch calculates how many Vertex Positions should be taken from a spread of values.
I noticed that probably something happens when there are “too many” indexes compared to “available” vertex positions.
I thought in that case we would have a spread behavior, with values repeated to “fill” indexes “in excess”.
I would add that with an Nvidia card vvvv freezes, instead with an ati integrated mesh disappears from renderer but vvvv won’t freeze.