// build and bind offset-ID
glGenBuffersARB( 1, m_pObject->getVBONameID());
glBindBufferARB( GL_ARRAY_BUFFER_ARB, *m_pObject->getVBONameID());
// load up datas
glBufferDataARB(GL_ARRAY_BUFFER_ARB, m_pObject->getVertexCount()*3*
sizeof(float), m_pObject->getVertices(), GL_DYNAMIC_DRAW_ARB );
// do the same for textures
glGenBuffersARB( 1, m_pObject->getVBOTextureNameID());
glBindBufferARB( GL_ARRAY_BUFFER_ARB, *m_pObject->getVBOTextureNameID());
glBufferDataARB(GL_ARRAY_BUFFER_ARB, m_pObject->getVertexCount()*2*
sizeof(float), m_pObject->getTextureCoords(), GL_STATIC_DRAW_ARB);