Something wrong with Vertex Buffer Object!

I tried to render objects with the Vertex buffer object and it works but the problem is when I use glBegin() and glEnd to draw a line, the line doens’t show out. I am using c# and Tao as my opengl wrapper. The code snippet is as follow:

  internal virtual void BindVertexBuffer(int verterCount, int[] m_nVBOVertices, double[] m_pVertices)
    {
        // generate the buffer
        Gl.glGenBuffersARB(1, m_nVBOVertices);
        Console.WriteLine("VBO" + m_nVBOVertices[0].ToString());
        Gl.glBindBufferARB(Gl.GL_ARRAY_BUFFER_ARB, m_nVBOVertices[0]);

        // initialize this buffer.  we dont have data yet tho
        Gl.glBufferDataARB(Gl.GL_ARRAY_BUFFER_ARB, (IntPtr)(verterCount * 3 * sizeof(double)), m_pVertices, Gl.GL_STATIC_DRAW_ARB);
    }

public void Draw()
{
Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
Gl.glBindBufferARB(Gl.GL_ARRAY_BUFFER_ARB, mesh.m_nVBOVertices[0]); //vPosition

            Gl.glVertexPointer(3, Gl.GL_DOUBLE, 0, (IntPtr)0);
            Gl.glDrawArrays(Gl.GL_QUADS, 0, mesh.bilVertex);
            Gl.glDisableClientState(Gl.GL_VERTEX_ARRAY);

}

Any help will be appreciated. Thanks !

That code isn’t using Begin/End at all. Add some (liberally sprinkled) glGetError calls too.

Sidenote: Don’t use double’s - use float. You’ll likely experience a quite measurable performance gain.

++luck;

I have solved the problem. Anyway thanks for the reply.