glDrawArrays not rendering -LWJGL

Hello guys, recently i ended quake mdl loader, into lwjgl. But i decided to use VBO’s to optimize and speed up models rendering, rather than using only glVertex3f.
My code is the following:

	public void renderFrame(int n, boolean hasToRefreshSkin)
	{
		if ((n < 0) || (n > this.header.numFrames - 1))//Car n démarre à 0
		{
			System.out.println("n in invalid range !");
			return;
		}
		
		if(this.texturesID[0] == 0)
		{
			this.makeTextureFromSkin();
		}
		else if(hasToRefreshSkin)
			this.makeTextureFromSkin();
		
//		glBegin(GL_TRIANGLES);
		if(this.buffer == null)
		{
			for(int i = 0; i < 2; i++)
			{
				for(int j = 0; j < 3; j++)
				{
					Vertex vert = this.frames[n].verticesArray[this.triangles[i].verticesIndices[j]];
					this.vertsList.add((this.header.scale.x * vert.coordinates[0]) + this.header.translate.x);
					this.vertsList.add((this.header.scale.y * vert.coordinates[1]) + this.header.translate.y);
					this.vertsList.add((this.header.scale.z * vert.coordinates[2]) + this.header.translate.z);
				}
			}
//			float[] array = new float[]
//					{
//						0, 2, -4, -2, -2, -4, 2, -2, -4
//					};
//			float[] array = new float[]
//					{
//					86.0F,
//					118.0F,
//					143.0F,
//					
//					88.0F,
//					117.0F,
//					145.0F,
//					
//					91.0F,
//					119.0F,
//					146.0F,
//					
//					86.0F,
//					118.0F,
//					143.0F,
//					
//					79.0F,
//					115.0F,
//					149.0F,
//					
//					88.0F,
//					117.0F,
//					145.0F
//
//					};
			float[] array = new float[vertsList.size()];
			for(int i = 0; i < array.length; i++)
				array[i] = vertsList.get(i);
			buffer = BufferUtils.createFloatBuffer(this.header.numVertices * 3 * 4);
			buffer.put(array);
			buffer.rewind();
//			buffer.flip();
		}
		
		for(int i = 0; i < this.header.numTriangles; i++)
		{
			for(int j = 0; j < 3; j++)
			{
				Vertex vert = this.frames[n].verticesArray[this.triangles[i].verticesIndices[j]];
				
//				float s = this.textureCoordinates[this.triangles[i].verticesIndices[j]].s;
//				float t = this.textureCoordinates[this.triangles[i].verticesIndices[j]].t;
//				if(this.triangles[i].facesFront == 0 && this.textureCoordinates[this.triangles[i].verticesIndices[j]].onSeam == 1)
//					s += this.header.skinWidth * 0.5F;//backface
//				
//				/* Scale s and t to range from 0.0 to 1.0 */
//				s = (s + 0.5F) / this.header.skinWidth;
//				t = (t + 0.5F) / this.header.skinHeight;
				
//				glTexCoord2f(s, t);
				
//				glNormal3f(this.normalTable[vert.normalIndex * 3], this.normalTable[(vert.normalIndex * 3) + 1], this.normalTable[(vert.normalIndex * 3) + 2]);
				
//				glVertex3f((this.header.scale.x * vert.coordinates[0]) + this.header.translate.x,
//						(this.header.scale.y * vert.coordinates[1]) + this.header.translate.y,
//						(this.header.scale.z * vert.coordinates[2]) + this.header.translate.z);
			}
		}
//				glVertex3f((this.header.scale.x * 86) + this.header.translate.x, (this.header.scale.y * 118) + this.header.translate.y, (this.header.scale.z * 143) + this.header.translate.z);
//				glVertex3f((this.header.scale.x * 88) + this.header.translate.x, (this.header.scale.y * 117) + this.header.translate.y, (this.header.scale.z * 145) + this.header.translate.z);
//				glVertex3f((this.header.scale.x * 91) + this.header.translate.x, (this.header.scale.y * 119) + this.header.translate.y, (this.header.scale.z * 146) + this.header.translate.z);
				
				glEnableClientState(GL_VERTEX_ARRAY);
				
					glVertexPointer(3, 0, buffer);
					glDrawArrays(GL_TRIANGLES, 0, this.header.numVertices);
				
				glDisableClientState(GL_VERTEX_ARRAY);
//			}
//		}
		glEnd();
	}

But nothing appears on the screen, while glVertex3f works perfectly. Any idea ? Thank you in advance !

Your counts are inconsistent. If you’re going to copy an array to a buffer, use the actual length of the array, not the number of items you think might be in it. Likewise for the [var]count[/var] parameter to glDrawArrays(). Also, you don’t show the declaration or initialisation of [var]vertsList[/var]; is that actually empty when renderFrame() is called?

It’s fixed, sorry for the inconvenience ! And thanks for your answer !