OpenGL draws an extra vertex at what looks like (0, 0, 0). If I draw
a 4x4 grid of points, I get 17 points whereas if I draw a 3x3 grid I
actually get 9.
I think you're passing the number of primitives to draw incorrectly.
In your test case you're passing mDrawSize (=48), whereas it should be
16. If I change the glDrawArrays call to draw mDrawSize/3 primitives
then I correctly get 16 points on the screen.
In the other cases it was probably just reading somewhere off memory,
so it could crash, or display points at zero coordinates (if memory
would be mapped but happened to have zeroes), or display some garbage.
Graphics programmer at unity3d.com
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