Trouble creating/useing a VBO

Nothing is rendering, or if it is, then it is rendering so far away that it is clipped.
Not sure what I’m doing wrong, probably just a rookie mistake! But a gold star to the man who can figure it out.

vertices is an array of instances of the class Vertex, which stores a location which can be retrieved with Vertex.x(), Vertex.y(), or Vertex.z().

This is where I generate the VBO :

	public void generateVBO() {
		vertexBufferVertices = vertices.length;
		float[] verticesData = new float[vertices.length*3];
		int i = 0;
		for (Vertex vert : vertices) {
			verticesData[i] = vert.x();
			verticesData[i+1] = vert.y();
			verticesData[i+2] = vert.z();
			i += 3;
		}
		FloatBuffer data = BufferUtils.createFloatBuffer(verticesData.length);
		data.put(verticesData);
		
		vertexBufferObjectID = GL15.glGenBuffers();
		GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertexBufferObjectID);
		GL15.glBufferData(GL15.GL_ARRAY_BUFFER, data, GL15.GL_STATIC_DRAW);
	}

The render method :

	public void render() {
		GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
		GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertexBufferObjectID);
		GL11.glVertexPointer(3, GL11.GL_FLOAT, 12, 0);
		
		GL11.glDrawArrays(GL11.GL_QUADS, 0, vertexBufferVertices);
	}

Some things you can be sure of :
-vertexBufferObjectID is a int that is not edited between generateVBO() and
render().
-vertices.length is 12
-Both render() and generateVBO() are being called in the correct order.
-generateVBO() is only called once.

Thanks in advance to anyone taking the time to reply!

You should be calling [icode]data.flip();[/icode] after put all the vertices in the FloatBuffer. :point:

Thanks!
That resolved the issue that I posted about.

A shiny gold star for you!