diff --git a/QtMeshViewer/Source/GeometryEngine.cpp b/QtMeshViewer/Source/GeometryEngine.cpp
index 2ad5e5688b266e64307bcd53255ca821a67821ec..84fe2d6ffc74686079b9739bcdc9c6066fc7a500 100644
--- a/QtMeshViewer/Source/GeometryEngine.cpp
+++ b/QtMeshViewer/Source/GeometryEngine.cpp
@@ -38,7 +38,7 @@ void GeometryEngine::initCubeGeometry()
 
 	try
 	{
-		MshFile file("..\\Release\\Msh\\cube.msh");
+		MshFile file("..\\Release\\Msh\\cubeTex.msh");
 		m_models = file.getModels();
 		//TODO use models local, apply MVP directly to the vertex, save size and tex index info
 
@@ -50,75 +50,13 @@ void GeometryEngine::initCubeGeometry()
 		auto msg = e.what();
 	}
 
-	QVector<VertexData> vertices = {
-        // Vertex data for face 0
-        {QVector3D(-1.0f, -1.0f,  1.0f), QVector2D(0.0f, 0.0f)},  // v0
-        {QVector3D( 1.0f, -1.0f,  1.0f), QVector2D(0.33f, 0.0f)}, // v1
-        {QVector3D(-1.0f,  1.0f,  1.0f), QVector2D(0.0f, 0.5f)},  // v2
-        {QVector3D( 1.0f,  1.0f,  1.0f), QVector2D(0.33f, 0.5f)}, // v3
-
-        // Vertex data for face 1
-        {QVector3D( 1.0f, -1.0f,  1.0f), QVector2D( 0.0f, 0.5f)}, // v4
-        {QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.33f, 0.5f)}, // v5
-        {QVector3D( 1.0f,  1.0f,  1.0f), QVector2D(0.0f, 1.0f)},  // v6
-        {QVector3D( 1.0f,  1.0f, -1.0f), QVector2D(0.33f, 1.0f)}, // v7
-
-        // Vertex data for face 2
-        {QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.5f)}, // v8
-        {QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(1.0f, 0.5f)},  // v9
-        {QVector3D( 1.0f,  1.0f, -1.0f), QVector2D(0.66f, 1.0f)}, // v10
-        {QVector3D(-1.0f,  1.0f, -1.0f), QVector2D(1.0f, 1.0f)},  // v11
-
-        // Vertex data for face 3
-        {QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.0f)}, // v12
-        {QVector3D(-1.0f, -1.0f,  1.0f), QVector2D(1.0f, 0.0f)},  // v13
-        {QVector3D(-1.0f,  1.0f, -1.0f), QVector2D(0.66f, 0.5f)}, // v14
-        {QVector3D(-1.0f,  1.0f,  1.0f), QVector2D(1.0f, 0.5f)},  // v15
-
-        // Vertex data for face 4
-        {QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.33f, 0.0f)}, // v16
-        {QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.0f)}, // v17
-        {QVector3D(-1.0f, -1.0f,  1.0f), QVector2D(0.33f, 0.5f)}, // v18
-        {QVector3D( 1.0f, -1.0f,  1.0f), QVector2D(0.66f, 0.5f)}, // v19
-
-        // Vertex data for face 5
-        {QVector3D(-1.0f,  1.0f,  1.0f), QVector2D(0.33f, 0.5f)}, // v20
-        {QVector3D( 1.0f,  1.0f,  1.0f), QVector2D(0.66f, 0.5f)}, // v21
-        {QVector3D(-1.0f,  1.0f, -1.0f), QVector2D(0.33f, 1.0f)}, // v22
-        {QVector3D( 1.0f,  1.0f, -1.0f), QVector2D(0.66f, 1.0f)}  // v23
-    };
-
-	QVector<GLushort> indices = {
-		0,1,2,		//vorne (4)
-		3,2,1,
-		4,5,7,		//rechts (1)
-		6,4,7,
-		8,9,11,		//hinten (3)*
-		8,11,10,
-		14,12,13,	//links (6)*
-		14,13,15,
-		18,16,17,	//unten (5)
-		19,18,17,
-		23,22,20,	//oben (2)*
-		23,20,21
-	};
-
 	// Transfer vertex data to VBO 0
 	m_arrayBuf.bind();
 	m_arrayBuf.allocate(m_models->first()->segmList.front()->vertices.data(), m_models->first()->segmList.front()->vertices.size() * sizeof(VertexData));
 
 	// Transfer index data to VBO 1
 	m_indexBuf.bind();
-	m_indexBuf.allocate(m_models->first()->segmList.front()->indices.data(), m_models->first()->segmList.front()->indices.size() * sizeof(GLushort));
-
-
-	//// Transfer vertex data to VBO 0
-	//m_arrayBuf.bind();
-	//m_arrayBuf.allocate(vertices.data(), vertices.size() * sizeof(VertexData));
-
-	//// Transfer index data to VBO 1
-	//m_indexBuf.bind();
-	//m_indexBuf.allocate(indices.data(), indices.size() * sizeof(GLushort));
+	m_indexBuf.allocate(m_models->first()->segmList.front()->indices.data(), m_models->first()->segmList.front()->indices.size() * sizeof(GLuint));
 
 	// load the texture
 	initTexture();
@@ -173,5 +111,5 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program)
 	program->setAttributeBuffer(texcoordLocation, GL_FLOAT, offset, 2, sizeof(VertexData));
 
 	// Draw cube geometry using indices from VBO 1
-	glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, 0);
+	glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
 }