Program stoped working while Debug

Hello after the post where i asked help every one said i need learn basics so i did that
but now i have a problem when i try to render cube on screen (in debug mode) my program stops working (windows 7 basic window) when i coment out one line (which actualy renders my cube (actualy chunk with loots of cubes)) then everything is okay.
here is the code.
chunk class render func

	public void render() {
		glBindBuffer(GL_ARRAY_BUFFER, vID);
		glVertexPointer(3, GL_FLOAT, 0, 0);

		glEnableClientState(GL_VERTEX_ARRAY);

		glDrawArrays(GL_QUADS, 0, CHUNKSIZE * CHUNKSIZE * CHUNKSIZE * (3 * 4 * 6));
		glDisableClientState(GL_VERTEX_ARRAY);
	}

and render func witch calls it

	public void render() {
		render3D();
		camera.applyTranslations();
		c.render();

		glLoadIdentity();
		
		if(renderText) {
		render2D();
		glColor3f(1,1,1);
		renderText();
		}
	}

if needed more code just say.

Btw no errors in eclipse debug thingy.
i run this with c.render();

glBindBuffer(GL_ARRAY_BUFFER, vID);

You’re binding the buffer every frame and not unbinding it.
Edit: This shouldn’t stop the display from appearing though.

Hmm now i am a bit confused i know that i need to unbind it but i am not quite sure where.but i will look what i can do and then edit this post.
But thanks for pointing me what i need to do.

I don’t want to start a flame war, but…

[quote]Hello after the post where i asked help every one said i need learn basics so i did that
[/quote]
this is obviously not true. You need to read up on “control flow”.

Ye now i seee what you mean i didn’t mean to say where anyway i will try to figure it out.
okay i want to make sure that i am doing it right
to unbind i use

		glBindBuffer(GL_ARRAY_BUFFER, 0); 

but that seems to not work.

edit:Newer mind when i loked in code again i found that i was missed one function
createchunk();
in my init func.
Anyway mods now can lock this topic.