I am trying to get VBO’s to work using OpenGL.GL.ARB.vertex_buffer_object and am running into issues getting this to work.  It basically renders nothing, and I have no clue why it wouldn’t.
Here is the spirit of what I’m doing.
# in my mesh class
def  build(self):
#iterate over faces and build up an array of vertices with interleaved color info
vertices.append( [ x, y, z, r, g, b, a ] )
# convert vertices to numpy array
# send vertices over to the GPU
self.vbo_name = glGenBuffersARB( 1 )
glBindBufferARB( GL_ARRAY_BUFFER_ARB, self.vbo_name )
# in my main render loop
glEnableClientState( GL_VERTEX_ARRAY )
glEnableClientState( GL_COLOR_ARRAY )
glBindBufferARB( GL_ARRAY_BUFFER_ARB, mesh.vbo_name )
glVertexPointer( 3, GL_FLOAT, 28, 0 )
glColorPointer( 4, GL_FLOAT, 28, 16 )
glDrawArrays( GL_TRIANGLES, 0, mesh.num_raw_vertices )
glDisableClientState( GL_VERTEX_ARRAY )
glDisableClientState( GL_COLOR_ARRAY )
Any help as to what I could possibly be doing wrong here would be really appreciated.  Thanks!

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