VBO not working

Hi everybody, let me get straight to the point. I’ve got some code from somewhere to build and use a VBO, but it’s not working at all. I’m pretty sure a more experienced person would see whats wrong with this in an instance. It all compiles without errors or warnings. So let me show you my code:

I’m loading in a heightmap and parse the vertex, uv and normal buffer I generate to this function. This is called once after I created the heightmap.

unsigned int GraphicsManager::createVBO(int size, Vector3* mVertexBuffer, Vector3* mNormalBuffer, Vector2* mUvBuffer)
{
	unsigned int id = mGraphicsManagerPimpl.mVboDictionary.size();

	VboIdCollection* ids = new VboIdCollection();
	ids->size = size;

	glGenBuffersARB( 1, &ids->vId );
	glBindBufferARB( GL_ARRAY_BUFFER_ARB, ids->vId );
	glBufferDataARB( GL_ARRAY_BUFFER_ARB, size*3*sizeof(float), mVertexBuffer, GL_STATIC_DRAW_ARB );

	glGenBuffersARB( 1, &ids->nId );
	glBindBufferARB( GL_ARRAY_BUFFER_ARB, ids->nId );
	glBufferDataARB( GL_ARRAY_BUFFER_ARB, size*3*sizeof(float), mNormalBuffer, GL_STATIC_DRAW_ARB );

	glGenBuffersARB( 1, &ids->uvId );
	glBindBufferARB( GL_ARRAY_BUFFER_ARB, ids->uvId );
	glBufferDataARB( GL_ARRAY_BUFFER_ARB, size*2*sizeof(float), mUvBuffer, GL_STATIC_DRAW_ARB );
	
	mGraphicsManagerPimpl.mVboDictionary.insert(std::make_pair(id, ids));

	return id;
}

And here’s the code I call every frame when I want to display the VBO.

void GraphicsManager::drawVBO(unsigned int id)
{
	vboIdcollection* ids = mGraphicsManagerPimpl.mVboDictionary.find(id)->second;

	glBindBufferARB( GL_ARRAY_BUFFER_ARB, ids->vId );
	glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL );

	glBindBufferARB( GL_ARRAY_BUFFER_ARB, ids->nId );
	glNormalPointer( GL_FLOAT, 0, (char *) NULL );

	glBindBufferARB( GL_ARRAY_BUFFER_ARB, ids->uvId );
	glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL );

	glDrawArrays( GL_TRIANGLES, 0, ids->size );

	glDisableClientState( GL_VERTEX_ARRAY );
	glDisableClientState( GL_TEXTURE_COORD_ARRAY );
	glDisableClientState( GL_NORMAL_ARRAY );
}

I would really appreciate the help.

You do not call

glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glEnableClientState( GL_NORMAL_ARRAY );

at least not in the given code.

Jan.

Oh man I feel like a complete idiot right now :P. It works perfectly though :D. My FPS just quadrupled. succes \o/ Thanks alot.