Ok, I'll give you some tips then.

First of all, can you show me your complete sourcecode? The last post only contains the render code, not the creation of the buffer etc..

The most confusing part of VBO's is that it uses the functions that were meant for vertex array's. I see that you are passing a pointer to the array to glVertexPointer() and glColorPointer(). This is correct for vertex array's but NOT for VBO's. The functions are used differently. You must pass the data in a glBufferDataARB() call and use 0 as the last parameter for both glVertexPointer and glColorPointer().

Just google some more and ask more specific questions. You could also check the following tutorial:

http://playcontrol.net/ewing/jibberj...er_object.html

I know that VBO's are confusing. You just HAVE to go thourgh one of the tutorials, write down the functions that are used and figure out what happens exactly.

I may write a VBO tutorial one day, for pascal. Right now, I dont have time for that.

Good luck!