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help understanding VBO

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Hi everyone, I'm trying to get to grips with VBO's but am having no luck. First let me say I'm using Linux and a Nvdia 6600 card, so hope these are OK for VBOs? I've read every tutorial I can find (not many) and tried every peice of example code, none work! What I've done in my own code is set up from some code I cut and pasted all the
/* VBO Extension Definitions, From glext.h*/
#define GL_ARRAY_BUFFER_ARB 0x8892
#define GL_STATIC_DRAW_ARB 0x88E4

typedef void (APIENTRY * PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer);

I've set up a basic triangle with
GLfloat Vertices[] = {0.0, 1.0, -10.0, -1.0, -1.0, -10.0, 1.0, -1.0, -10.0};
GLuint id = 0;
I then think I produce a buffer on starting my code with
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(GLfloat)*9, Vertices, GL_STATIC_DRAW_ARB);
Then in my draw loop I thought I as drwaing the object with

glVertexPointer(3, GL_FLOAT, 0, 0);                  

I'm having real problems with these, every example seems to be diffrent even the Nehe tutorial crashes my PC. Can anyone help me out please. Thanks in advance. I should add the code compiles but I get segmentation faults pretty much from the start so even glGenBuffersARB(1,&id); creates a segmentation fault :s

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thanks that's one of the ones I tried, infact if you look at my VBO's they look (?) identicle to the VBO example.

What I can't understand is why even glGenBuffersARB crashes my system? Do I need to install some package in Linux (debian) or do I need some new lib in my makefile?

I cut and pasted all the arb extentions from the nehe example perhaps the values have changed. Sorry I'm clutching at straws a bit here.

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It looks like you haven't initialized the extension properly, so you're calling an invalid pointer to function, resulting in a program crash.

For example if you're using glew you should call glewInit() before accessing any extension, and check for desired extension using GLEW_EXT_... ( http://glew.sourceforge.net/basic.html)

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Thanks for the advise so if my understanding is right I just in initialize GLEW and it sets up all the OpenGL extentions for me? At least all the ones your card can do?

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