   VBO Woe's
  Im trying to get to grips with Vertex Array's in Boffer Objects, im using this code and its displaying a blank screen...#include "GL/glew.h"#include "GL/glut.h"#define VERTICES0#define INDICES1#define NUM_BUFFERS2//macro to simplify expressing the buffer offset as a byte#define BUFFER_OFFSET(bytes)((GLubyte*) 0 + (bytes))//buffers arrayGLuint buffers[NUM_BUFFERS];void init(void) {   glClearColor (0.0, 0.0, 0.0, 0.0);   glShadeModel (GL_SMOOTH);}void display(void){   glClear(GL_COLOR_BUFFER_BIT);GLuint vertices[][3] = { {10, 10, 0},{100, 10, 0},{100, 100, 0},{10, 100, 0}};GLubyte indices[][4] ={{0, 1, 2, 3}};   glGenBuffers(NUM_BUFFERS, buffers);   glBindBuffer(GL_ARRAY_BUFFER, buffers[VERTICES]);   glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);   glVertexPointer(3, GL_INT, 0, BUFFER_OFFSET(0));   glEnableClientState(GL_VERTEX_ARRAY);   glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[INDICES]);   glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);   glDrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));   glFlush ();}void reshape (int w, int h){   glViewport (0, 0, (GLsizei) w, (GLsizei) h);   glMatrixMode (GL_FLAT);   glLoadIdentity ();   gluOrtho2D (0.0, (GLdouble) w, 0.0, (GLdouble) h);}int main(int argc, char** argv){   glutInit(&argc, argv);   glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);   glutInitWindowSize (500, 500);    glutInitWindowPosition (100, 100);   glutCreateWindow ("Vertex Arrays Test");   glewInit();   init ();   glutDisplayFunc(display);    glutMainLoop();   return 0;}   
  I forgot to mention that it works perfectly for floating point vertex array representation, but I need integer values.;  Ok, problem solved and I cant believe I missed it!!!   init ();   glutDisplayFunc(display);    glutReshapeFunc(reshape);    <------------------ Forgot this little guy!    glutMainLoop();Still be interested to know how come floating point values in the vertex array, and integer's don't??;  glMatrixMode (GL_FLAT);Woah, what is this? Something not covered in the free online (old) OpenGL books, or.. ? I only see GL_FLAT as a shader model constant.   