So I scoured the forums, and many examples, and got my VBO to render to screen, but my vertices are all screwed up. I assume it has to do with how I set the size or the stride. With just doing vertices, I didn't think stride mattered at all.
Here is what my cube looks like
Here's my minimal code. I double checked the float arrays that are placed in the Floatbuffer, and the vertices seemed to load in correctly. Any help would be appreciated, thanks
public static boolean render() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
Camera.lookThrough();
//VBO
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
Util.checkGLError();
ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, VBOVertexid);
Util.checkGLError();
GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textures.get(0));
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, objects.get(0).vertices.size());
GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
Lighting.setLightPosition(GL11.GL_LIGHT1);
return true;
}