I am still unable to get OpenGL Vertex Buffer Objects to work. I will just show you the code I have written so far:

3dglgui.h (I think this should be fine):

#ifndef CLASS_NAME
#define CLASS_NAME "OpenGL Windows Class"//This can be overwritten to specify a unique class name
#endif
//Header Guards and version number
#ifndef LAB3DGLGUI_H
#define LAB3DGLGUI_H 1.0

//Error codes
#define ERR_NO_ERROR                        0x0000
#define ERR_CLASS_REGISTRY_FAILED           0x0001
#define ERR_FULLSCREEN_FAILED               0x0002
#define ERR_WINDOW_CREATION_FAILED          0x0004
#define ERR_GET_DC_FAILED                   0x0008
#define ERR_PIXEL_FORMAT_CHOICE_FAILED      0x0010
#define ERR_NO_VALID_PIXEL_FORMAT           0x0020
#define ERR_GET_RC_FAILED                   0x0040
#define ERR_MAKE_CURRENT_FAILED             0x0080
#define ERR_OPENGL_INITIALIZATION_FAILED    0x0100
#define ERR_RELEASE_DC_RC_FAILED            0x0200
#define ERR_RELEASE_RC_FAILED               0x0400
#define ERR_RELEASE_DC_FAILED               0x0800
#define ERR_RELEASE_WINDOW_FAILED           0x1000
#define ERR_RELEASE_WINDOW_CLASS_FAILED     0x2000

#define APART(X) ((float)((char)((X)>>24))/255.0)
#define RPART(X) ((float)((char)((X)>>16))/255.0)
#define GPART(X) ((float)((char)((X)>>8))/255.0)
#define BPART(X) ((float)((char)((X)))/255.0)

#define DEGTORAD(X) ((X)*0.0174532925)
//Includes
#include <math.h>//for trig ratios and sqrt
#include <windows.h>//for windows
#include <gl/gl.h>
#include <gl/glu.h>
#define GL_GLEXT_PROTOTYPES
#include <gl/glext2.h>
#include "models.h"
//typedefs
typedef GLuint glTexture;//Storage for one (or more) textures
typedef unsigned int glColour;//Stores a colour as 0xAARRGGBB
//Unique main function
#define main() WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevhInstance, LPSTR cmdline, int cmdshow)
LRESULT CALLBACK WndProc(HWND,UINT,WPARAM,LPARAM);
class glFont
{
    private:
    unsigned int letters;
    GLYPHMETRICSFLOAT chars[256];
    public:
    void Load(const char *fname, int height, int weight, bool italic, bool underline, bool strikethrough, float depth);
    void operator()(const char *str);
    ~glFont(){glDeleteLists(letters,255);}
};
class OpenGLInstance
{
    private:
    GLUquadricObj *quadricobject;
    HDC hDC;
    HGLRC hRC;
    HWND hWnd;
    HINSTANCE hInstance;
    LONGLONG tm;
    public:
    short ERRORCODE;
    struct windowdatastructure
    {
        bool key[256]; bool active; bool fullscreen; int w; int h; int fps;
    }window;
    struct mousedatastructure
    {
        int x; int y; int scroll; bool l; bool r; bool m;
    }mouse;
    struct positiondatastructure
    {
        float x; float y; float z; float h; float v; float t;
    }pos;
    OpenGLInstance &Perpective(double angle, double near, double far);
    OpenGLInstance &Resize(int height, int width);
    OpenGLInstance &Init(const char *title, int width, int height, int bpp, bool fullscreen, int posx, int posy);
    OpenGLInstance &Kill();
    OpenGLInstance &LoadTexture(const char *fname, glTexture *tex, bool linear);
    OpenGLInstance &SetTexture(glTexture tex);
    OpenGLInstance &LightPosition(unsigned int light, float x, float y, float z);
    OpenGLInstance &AmbientLight(unsigned int light, glColour col);
    OpenGLInstance &DiffuseLight(unsigned int light, glColour col);
    OpenGLInstance &SpecularLight(unsigned int light, glColour col);
    OpenGLInstance &Move(float rl, float fb, float z);
    OpenGLInstance &Rotate(float rl, float ud, float cc);
    OpenGLInstance &Mouse(int x, int y);
    OpenGLInstance &Fog(unsigned char quality, glColour col, float density, float start, float end);
    OpenGLInstance &Draw(glModel &model);
    OpenGLInstance &Draw(const char *text, glFont font);
    OpenGLInstance &Update();
    OpenGLInstance &DrawCylinder(double baseradius, double topradius, double height, int quality);
    OpenGLInstance &DrawDisk(double innerradius, double outerradius, int quality);
    OpenGLInstance &DrawDisk(double innerradius, double outerradius, double startangle, double deltaangle, int quality);
    OpenGLInstance &DrawSphere(double radius, int quality);
    bool operator()(unsigned char ch){return window.key[ch];}
    HDC &GetHDC(){return hDC;}
}GL;
void glFont::operator()(const char *str)
{
    for (int i=0; str[i]!=0; i++)
        glCallList(letters+str[i]);
}
void glFont::Load(const char *fname, int height, int weight, bool italic, bool underline, bool strikethrough, float depth)
{
    HFONT fnt,ofnt;
    letters=glGenLists(256);
    fnt=CreateFont(-height,0,0,0,weight,italic,underline,strikethrough,ANSI_CHARSET,OUT_TT_PRECIS,CLIP_DEFAULT_PRECIS,ANTIALIASED_QUALITY,FF_DONTCARE|DEFAULT_PITCH,fname);
    ofnt=(HFONT)SelectObject(GL.GetHDC(),fnt);
    wglUseFontOutlines(GL.GetHDC(),0,255,letters,0.0f,depth,WGL_FONT_POLYGONS,chars);
}
/*IMPLEMENTATIONS*/
LRESULT CALLBACK WndProc(HWND hwnd,UINT msg,WPARAM wparam,LPARAM lparam)
{
    switch (msg)
    {
        case WM_ACTIVATE:
        GL.window.active=!HIWORD(wparam);
        return 0;
        case WM_CLOSE:
        PostQuitMessage(0);
        return 0;
        case WM_KEYDOWN:
        GL.window.key[wparam]=true;
        return 0;
        case WM_KEYUP:
        GL.window.key[wparam]=false;
        return 0;
        case WM_SIZE:
        GL.Resize(LOWORD(lparam),HIWORD(lparam));
        return 0;
        case WM_MOUSEMOVE:
        POINT pnt;
        GetCursorPos(&pnt);
        GL.mouse.x=pnt.x;
        GL.mouse.y=pnt.y;
        return 0;
        case WM_MOUSEWHEEL:
        GL.mouse.scroll=GET_WHEEL_DELTA_WPARAM(wparam);
        return 0;
        case WM_RBUTTONDOWN:
        GL.mouse.r=true;
        return 0;
        case WM_RBUTTONUP:
        GL.mouse.r=false;
        return 0;
        case WM_LBUTTONDOWN:
        GL.mouse.l=true;
        return 0;
        case WM_LBUTTONUP:
        GL.mouse.l=false;
        return 0;
        case WM_MBUTTONDOWN:
        GL.mouse.m=true;
        return 0;
        case WM_MBUTTONUP:
        GL.mouse.m=false;
        return 0;
        default:
        return DefWindowProc(hwnd,msg,wparam,lparam);
    }
}
OpenGLInstance &OpenGLInstance::Perpective(double angle, double vnear, double vfar)
{
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(angle,
                    ((double)((*this).window.w)/(double)((*this).window.h)),vnear,vfar);
    glMatrixMode(GL_MODELVIEW);
    return *this;
}
OpenGLInstance &OpenGLInstance::Resize(int height, int width)
{
    (height==0)?height=1:height=height;
    glViewport(0,0,width,height);
    window.w=width;
    window.h=height;
    return *this;
}
OpenGLInstance &OpenGLInstance::Init(const char *title, int width, int height, int bpp, bool fullscreen, int posx, int posy)
{
    DEVMODE tmp;
    EnumDisplaySettings(NULL,ENUM_CURRENT_SETTINGS,&tmp);
    window.fps=tmp.dmDisplayFrequency;
    unsigned int PixelFormat;
    DWORD dwExStyle,dwStyle;
    RECT WindowRect={(long)0,(long)0,(long)width,(long)height};
    window.fullscreen=fullscreen;
    hInstance=GetModuleHandle(NULL);
    WNDCLASS wc={CS_HREDRAW|CS_VREDRAW|CS_OWNDC,(WNDPROC)WndProc,0,0,hInstance,LoadIcon(NULL,IDI_WINLOGO),LoadCursor(NULL,IDC_ARROW),NULL,NULL,CLASS_NAME};
    (!RegisterClass(&wc))?ERRORCODE|=ERR_CLASS_REGISTRY_FAILED:ERRORCODE=ERRORCODE;
    if (fullscreen)
    {
        DEVMODE dmScreenSettings;
        memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
        dmScreenSettings.dmSize=sizeof(dmScreenSettings);
        dmScreenSettings.dmPelsWidth=width;
        dmScreenSettings.dmPelsHeight=height;
        dmScreenSettings.dmBitsPerPel=bpp;
        dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSHEIGHT|DM_PELSWIDTH;
        (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)?ERRORCODE|=ERR_FULLSCREEN_FAILED:ERRORCODE=ERRORCODE;
        dwExStyle=WS_EX_APPWINDOW;
        dwStyle=WS_POPUP;
        ShowCursor(false);
    }
    else
    {
        dwExStyle=WS_EX_APPWINDOW|WS_EX_WINDOWEDGE;
        dwStyle=WS_OVERLAPPEDWINDOW;
    }
    AdjustWindowRectEx(&WindowRect,dwStyle,false,dwExStyle);
    if (!(hWnd=CreateWindowEx(dwExStyle,CLASS_NAME,title,WS_CLIPSIBLINGS|WS_CLIPCHILDREN|dwStyle,posx,posy,WindowRect.right-WindowRect.left,WindowRect.bottom-WindowRect.top,NULL,NULL,hInstance,NULL)))
    {
        Kill();
        ERRORCODE|=ERR_WINDOW_CREATION_FAILED;
    }
    static PIXELFORMATDESCRIPTOR pfd={sizeof(PIXELFORMATDESCRIPTOR),1,PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER,PFD_TYPE_RGBA,bpp,0,0,0,0,0,0,0,0,0,0,0,0,0,16,0,0,PFD_MAIN_PLANE,0,0,0,0};
    if (!(hDC=GetDC(hWnd)))
    {
        Kill();
        ERRORCODE|=ERR_GET_DC_FAILED;
    }
    if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))
    {
        Kill();
        ERRORCODE|=ERR_PIXEL_FORMAT_CHOICE_FAILED;
    }
    if (!SetPixelFormat(hDC,PixelFormat,&pfd))
    {
        Kill();
        ERRORCODE|=ERR_NO_VALID_PIXEL_FORMAT;
    }
    if (!wglMakeCurrent(hDC,hRC))
    {
        Kill();
        ERRORCODE|=ERR_MAKE_CURRENT_FAILED;
    }
    ShowWindow(hWnd,SW_SHOW);
    SetForegroundWindow(hWnd);
    SetFocus(hWnd);
    Resize(width,height);
    glEnable(GL_TEXTURE_2D);
    glShadeModel(GL_SMOOTH);
    glClearColor(0.0f,0.0f,0.0f,0.5f);
    glClearDepth(1.0f);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
    glEnable(GL_COLOR_MATERIAL);
    glDepthFunc(GL_LEQUAL);
    glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
    glBlendFunc(GL_SRC_ALPHA,GL_ONE);
    quadricobject=gluNewQuadric();
    gluQuadricNormals(quadricobject,GLU_SMOOTH);
    gluQuadricTexture(quadricobject,GL_TRUE);
    return *this;
}
OpenGLInstance &OpenGLInstance::Kill()
{
    if (window.fullscreen)
    {
        ChangeDisplaySettings(NULL,0);
        ShowCursor(TRUE);
    }
    if (hRC)
    {
        (!wglMakeCurrent(NULL,NULL))?ERRORCODE|=ERR_RELEASE_DC_RC_FAILED:ERRORCODE=ERRORCODE;
        (!wglDeleteContext(hRC))?ERRORCODE|=ERR_RELEASE_RC_FAILED:ERRORCODE=ERRORCODE;
        hRC=NULL;
    }
    if (hDC&&!ReleaseDC(hWnd,hDC))
    {
        ERRORCODE|=ERR_RELEASE_DC_FAILED;
        hDC=NULL;
    }
    if (hWnd&&!DestroyWindow(hWnd))
    {
        ERRORCODE|=ERR_RELEASE_WINDOW_FAILED;
        hWnd=NULL;
    }
    if (!UnregisterClass(CLASS_NAME,hInstance))
    {
        ERRORCODE|=ERR_RELEASE_WINDOW_CLASS_FAILED;
        hInstance=NULL;
    }
    return *this;
}

OpenGLInstance &OpenGLInstance::LoadTexture(const char *fname, glTexture *tex, bool linear)
{
    if (!tex)
        return *this;
    glTexture &out=*tex;
    HBITMAP hBMP;BITMAP BMP;
    glTexture texid;
    glGenTextures(1, &texid);
    hBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL),fname,IMAGE_BITMAP,0,0,LR_CREATEDIBSECTION|LR_LOADFROMFILE);
    if (!hBMP)
        return *this;
    GetObject(hBMP, sizeof(BMP), &BMP);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
    glBindTexture(GL_TEXTURE_2D, texid);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear?GL_LINEAR:GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear?GL_LINEAR:GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits);
    DeleteObject(hBMP);
    out=texid;
    return *this;
}
OpenGLInstance &OpenGLInstance::SetTexture(glTexture tex)
{
    glBindTexture(GL_TEXTURE_2D,tex);
    return *this;
}
OpenGLInstance &OpenGLInstance::LightPosition(unsigned int light, float x, float y, float z)
{
    glLightfv(light, GL_POSITION, (float[4]){x,y,z,1.0f});
    return *this;
}
OpenGLInstance &OpenGLInstance::AmbientLight(unsigned int light, glColour col)
{
    glLightfv(light,GL_AMBIENT,(float[4]){RPART(col),GPART(col),BPART(col),APART(col)});
    return *this;
}
OpenGLInstance &OpenGLInstance::DiffuseLight(unsigned int light, glColour col)
{
    glLightfv(light,GL_DIFFUSE,(float[4]){RPART(col),GPART(col),BPART(col),APART(col)});
    return *this;
}
OpenGLInstance &OpenGLInstance::SpecularLight(unsigned int light, glColour col)
{
    glLightfv(light,GL_SPECULAR,(float[4]){RPART(col),GPART(col),BPART(col),APART(col)});
    return *this;
}
OpenGLInstance &OpenGLInstance::Move(float rl, float fb, float z)
{
    if (rl>0)
    {
        pos.x-=(float)sin(DEGTORAD(pos.h-90.0f))*rl;
        pos.y-=(float)cos(DEGTORAD(pos.h-90.0f))*rl;
    }
    else
    {
        pos.x+=(float)sin(DEGTORAD(pos.h+90.0f))*rl;
        pos.y+=(float)cos(DEGTORAD(pos.h+90.0f))*rl;
    }
    pos.x-=(float)sin(DEGTORAD(pos.h))*fb;
    pos.y-=(float)cos(DEGTORAD(pos.h))*fb;
    pos.z+=z;
    return *this;
}
OpenGLInstance &OpenGLInstance::Rotate(float rl, float ud, float cc)
{
    pos.h+=rl;
    pos.v+=ud;
    pos.t+=cc;
    return *this;
}
OpenGLInstance &OpenGLInstance::Mouse(int x, int y)
{
    RECT windim;
    GetWindowRect(hWnd,&windim);
    SetCursorPos(x+windim.left,y+windim.top);
    return *this;
}
OpenGLInstance &OpenGLInstance::Fog(unsigned char quality, glColour col, float density, float start, float end)
{
    unsigned int mode,hint;
    switch (quality)
    {
        case 0:
            mode=GL_EXP;
            hint=GL_FASTEST;
            break;
        case 1:
            mode=GL_EXP;
            hint=GL_DONT_CARE;
            break;
        case 2:
            mode=GL_EXP;
            hint=GL_NICEST;
            break;
        case 3:
            mode=GL_EXP2;
            hint=GL_FASTEST;
            break;
        case 4:
            mode=GL_EXP2;
            hint=GL_DONT_CARE;
            break;
        case 5:
            mode=GL_EXP2;
            hint=GL_NICEST;
            break;
        case 6:
            mode=GL_LINEAR;
            hint=GL_FASTEST;
            break;
        case 7:
            mode=GL_LINEAR;
            hint=GL_DONT_CARE;
            break;
        case 8:
        default:
            mode=GL_LINEAR;
            hint=GL_NICEST;
    }
    glFogi(GL_FOG_MODE,mode);
    float colour[]={RPART(col),GPART(col),BPART(col),APART(col)};
    glFogfv(GL_FOG_COLOR,colour);
    glFogf(GL_FOG_DENSITY,density);
    glHint(GL_FOG_HINT,hint);
    glFogf(GL_FOG_START,start);
    glFogf(GL_FOG_END,end);
    return *this;
}
OpenGLInstance &OpenGLInstance::Draw(glModel &model)
{
    model.Draw();
    return *this;
}
OpenGLInstance &OpenGLInstance::Draw(const char *text, glFont font)
{
    font(text);
    return *this;
}
OpenGLInstance &OpenGLInstance::Update()
{
    SwapBuffers(hDC);
    MSG temp;
    PeekMessage(&temp,NULL,0,0,PM_REMOVE);
    TranslateMessage(&temp);
    DispatchMessage(&temp);
    //wait off to force the fps
    LARGE_INTEGER tmp;
    LARGE_INTEGER freq;
    QueryPerformanceFrequency(&freq);
    QueryPerformanceCounter(&tmp);
    int dtime=tmp.QuadPart-tm;
    double deltatime=((double)dtime/(double)freq.QuadPart)*(double)1000.0;
    Sleep(((double)window.fps/(double)1000.0)-deltatime);
    return *this;
}
OpenGLInstance &OpenGLInstance::DrawCylinder(double baseradius, double topradius, double height, int quality)
{
    gluCylinder(quadricobject, baseradius, topradius, height, quality, quality);
    return *this;
}
OpenGLInstance &OpenGLInstance::DrawDisk(double innerradius, double outerradius, int quality)
{
    gluDisk(quadricobject, innerradius, outerradius, quality, quality);
    return *this;
}
OpenGLInstance &OpenGLInstance::DrawDisk(double innerradius, double outerradius, double startangle, double deltaangle, int quality)
{
    gluPartialDisk(quadricobject, innerradius, outerradius, quality, quality, startangle, deltaangle);
    return *this;
}
OpenGLInstance &OpenGLInstance::DrawSphere(double radius, int quality)
{
    gluSphere(quadricobject, radius, quality, quality);
    return *this;
}
#endif

models.h (I think the sigseg is here):

#ifdef LAB3DGLGUI_H
#ifndef GLMODELS_H
#define GLMODELS_H
#ifndef GOODGL
typedef void (APIENTRY * PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRY * PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRY * PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint *buffers);
typedef void (APIENTRY * PFNGLBUFFERDATAARBPROC) (GLenum target, int size, const GLvoid *data, GLenum usage);
PFNGLGENBUFFERSARBPROC glGenBuffersD=(PFNGLGENBUFFERSARBPROC)wglGetProcAddress("glGenBuffersARB");
PFNGLBINDBUFFERARBPROC glBindBufferD=(PFNGLBINDBUFFERARBPROC)wglGetProcAddress("glBindBufferARB");
PFNGLBUFFERDATAARBPROC glBufferDataD=(PFNGLBUFFERDATAARBPROC)wglGetProcAddress("glBufferDataARB");
PFNGLDELETEBUFFERSARBPROC glDeleteBuffersD=(PFNGLDELETEBUFFERSARBPROC)wglGetProcAddress("glDeleteBuffersARB");
#else
    #include <gl/glext.h>
#endif
#include <stdio.h>

struct glVertexStructure
{
    float vert[3];
    float text[2];
    float norm[3];
}NULLV;

/*   Model File Format (.mdl)
    4 bytes (int)                    ->  numv
    32*numv bytes (glVertexStructure)->  vars
                                        ->  12 bytes (float[3])     ->  vert
                                        ->  8 bytes (float[2])      ->  text
                                        ->  12 bytes (float[3])     ->  norm
*/
int HIGH_ID=0;
int COMPILED_ID=0;
class glModel
{
    private:
    int id;
    unsigned int numv;
    unsigned int model;
    glVertexStructure *vars;
    glModel &Compile();
    public:
    glModel():numv(0),model(0),vars(0),id(++HIGH_ID){}
    glModel(const glModel&);
    glModel(const char*);//Load from .mdl
    ~glModel()
    {
        if (numv>1)
            delete[]vars;
        else if (numv>0)
            delete vars;

        //Clean up VBOs??? Research needed!
    }
    glModel &operator=(const glModel&);
    glModel &operator=(const char*);//Load from .mdl
    glModel operator+(const glVertexStructure&)const;//Add Vertices
    glModel operator+(const glModel&)const;
    glModel &operator+=(const glVertexStructure&);//Append Vertices
    glModel &operator+=(const glModel&);
    glModel &Load(const char*);//Load from .mdl
    glModel &Save(const char*);//Save to .mdl
    glModel &Vertex(float tx, float ty, float x, float y, float z);
    glModel &Draw();
    glModel &Move(float x, float y, float z){glTranslatef(x,y,z);return *this;}
    int len()const{return numv;}
    glVertexStructure &operator[](int x)const{if (x<numv){return vars[x];}else{return NULLV;}}
};



glModel::glModel(const glModel &source)
{
    numv=source.len();
    vars=new glVertexStructure[numv];
    for (int i=0; i<numv; i++)
    {
        vars[i]=source[i];
    }
    model=0;
    id=++HIGH_ID;
}
glModel::glModel(const char *filename)
{
    FILE *file=fopen(filename,"rb");
    if (file)
    {
        fread(&numv, sizeof(numv), 1, file);
        vars=new glVertexStructure[numv];
        for (unsigned int i=0; i<numv; i++)
            fread(&(vars[i].vert[0]), sizeof(float), 8, file);//I hope this works :P
    }
    fclose(file);
    id=++HIGH_ID;
}
glModel &glModel::operator=(const glModel &source)
{
    if (COMPILED_ID==id)
        COMPILED_ID=0;
    if (numv>0)
        delete[]vars;
    numv=source.len();
    vars=new glVertexStructure[numv];
    for (int i=0; i<numv; i++)
    {
        vars[i]=source[i];
    }
    model=0;//Must I clean up the old model?
    return *this;
}
glModel &glModel::operator=(const char *filename)
{
    if (COMPILED_ID==id)
        COMPILED_ID=0;
    if (numv>0)
        delete[]vars;
    FILE *file=fopen(filename,"rb");
    if (file)
    {
        fread(&numv, sizeof(numv), 1, file);
        vars=new glVertexStructure[numv];
        for (unsigned int i=0; i<numv; i++)
            fread(&(vars[i].vert[0]), sizeof(float), 8, file);//again I hope this works ><
    }
    fclose(file);
    return *this;
}
glModel glModel::operator+(const glVertexStructure& add)const
{
    if (COMPILED_ID==id)
        COMPILED_ID=0;
    glModel ret=*this;
    ret+=add;
    return ret;
}
glModel glModel::operator+(const glModel&add)const
{
    if (COMPILED_ID==id)
        COMPILED_ID=0;
    glModel ret=*this;
    ret+=add;
    return ret;
}
glModel &glModel::operator+=(const glVertexStructure& add)
{
    if (COMPILED_ID==id)
        COMPILED_ID=0;
    glVertexStructure *temp=new glVertexStructure[numv];
    for (int i=0; i<numv; i++)
        temp[i]=vars[i];
    vars[numv]=add;
    delete[]vars;
    vars=temp;
    numv++;
    return *this;
}
glModel &glModel::operator+=(const glModel& add)
{
    if (COMPILED_ID==id)
        COMPILED_ID=0;
    for (int i=0; i<add.len(); i++)
        (*this)+=add[i];
    return *this;
}
glModel &glModel::Load(const char *fname)
{
    if (COMPILED_ID==id)
        COMPILED_ID=0;
    if (numv>1)
        delete[]vars;
    else if (numv>0)
        delete vars;
    FILE *file=fopen(fname,"rb");
    if (file)
    {
        fread(&numv,sizeof(numv), 1, file);
        vars=new glVertexStructure[numv];
        for (unsigned int i=0; i<numv; i++)
            fread(&(vars[i].vert[0]),sizeof(float), 8, file);
    }
    fclose(file);
    return *this;
}
glModel &glModel::Save(const char *fname)
{
    FILE *file=fopen(fname,"wb");
    fwrite(&numv, sizeof(unsigned int), 1, file);
    fwrite(vars, sizeof(float), numv, file);//Again.... I hope this works!!!
    fclose(file);
    return *this;
}


glModel &glModel::Vertex(float tx, float ty, float x, float y, float z)
{
    if (COMPILED_ID==id)
        COMPILED_ID=0;
    glVertexStructure *temp=new glVertexStructure[numv+1];
    for (int i=0; i<numv; i++)
        temp[i]=vars[i];
    delete[]vars;
    vars=temp;
    temp=NULL;
    vars[numv].vert[0]=x;
    vars[numv].vert[1]=y;
    vars[numv].vert[2]=z;
    vars[numv].text[0]=tx;
    vars[numv].text[1]=ty;
    vars[numv].norm[0]=0.0;
    vars[numv].norm[1]=0.0;
    vars[numv].norm[2]=0.0;
    numv++;
    if (numv%3==0)
    {
        float &zz0=vars[numv-3].vert[2];
        float &zz1=vars[numv-2].vert[2];
        float &zz2=vars[numv-1].vert[2];
        float &yy0=vars[numv-3].vert[1];
        float &yy1=vars[numv-2].vert[1];
        float &yy2=vars[numv-1].vert[1];
        float &xx0=vars[numv-3].vert[0];
        float &xx1=vars[numv-2].vert[0];
        float &xx2=vars[numv-1].vert[0];
        float ox=(yy1-yy0)*(zz2-zz0)-(zz1-zz0)*(yy2-yy0);
        float oy=(zz1-zz0)*(xx2-xx0)-(xx1-xx0)*(zz2-zz0);
        float oz=(xx1-xx0)*(yy2-yy0)-(yy1-yy0)*(xx2-xx0);
        float mag=sqrt(ox*ox+oy*oy+oz*oz);
        ox/=mag;
        oy/=mag;
        oz/=mag;
        vars[numv-1].norm[0]=vars[numv-2].norm[0]=vars[numv-3].norm[0]=ox;
        vars[numv-1].norm[1]=vars[numv-2].norm[1]=vars[numv-3].norm[1]=oy;
        vars[numv-1].norm[2]=vars[numv-2].norm[2]=vars[numv-3].norm[2]=oz;
    }
    return *this;
}
glModel &glModel::Compile()
{
    #ifndef GOODGL
    glGenBuffersD(1,&model);//1st sigseg here
    glBindBufferD(GL_ARRAY_BUFFER, model);
    glBufferDataD(GL_ARRAY_BUFFER, numv*sizeof(glVertexStructure), vars, GL_STATIC_DRAW);
    #else
    glGenBuffers(1,&model);
    glBindBuffer(GL_ARRAY_BUFFER,model);
    glBufferData(GL_ARRAY_BUFFER, numv*sizeof(glVertexStructure), vars, GL_STATIC_DRAW);
    #endif
    COMPILED_ID=id;
    return *this;
}
glModel &glModel::Draw()
{
    if (COMPILED_ID!=id){Compile();}//1st sigseg comes from here
    int numt=numv-numv%3;
    if (numt==0)
        return *this;
    #ifndef GOODGL
    glBindBufferD(GL_ARRAY_BUFFER,model);
    glEnableClientState(GL_VERTEX_ARRAY);
    glVertexPointer(3,GL_FLOAT,sizeof(glVertexStructure),0);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glTexCoordPointer(2,GL_FLOAT,sizeof(glVertexStructure),(void*)((char*)(NULL)+sizeof(float)*(&(vars[0].text[0])-&(vars[0].vert[0]))));
    glEnableClientState(GL_NORMAL_ARRAY);
    glNormalPointer(GL_FLOAT,sizeof(glVertexStructure),(void*)((char*)(NULL)+sizeof(float)*(&(vars[0].norm[0])-&(vars[0].vert[0]))));
    glDrawArrays(GL_TRIANGLES, 0, numt);
    #else
    glBindBuffer(GL_ARRAY_BUFFER,model);
    glEnableClientState(GL_VERTEX_ARRAY);
    glVertexPointer(3,GL_FLOAT,sizeof(glVertexStructure),0);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glTexCoordPointer(2,GL_FLOAT,sizeof(glVertexStructure),(void*)((char*)(NULL)+sizeof(float)*(&(vars[0].text[0])-&(vars[0].vert[0]))));
    glEnableClientState(GL_NORMAL_ARRAY);
    glNormalPointer(GL_FLOAT,sizeof(glVertexStructure),(void*)((char*)(NULL)+sizeof(float)*(&(vars[0].norm[0])-&(vars[0].vert[0]))));
    glDrawArrays(GL_TRIANGLES, 0, numt);
    #endif
    return *this;
}
#endif
#endif

test.cpp (I used this to test the headers):

#include "3dglgui.h"
int main()
{
    GL.Init("TEST",500,500,24,false,0,0);
    glModel model;
    model.Vertex(0,0,0,0,0);
    model.Vertex(1,1,1,1,1);
    model.Vertex(1,0,1,1,0);
    model.Draw();
    do{
    GL.Update();
    }while(!GL.window.key[VK_ESCAPE]);
    return 0;
}

Can anybody figure out how to get this to work???

That's a lot of code! What platform are you building on? I'd be happy to help dig through it, if I can match your development environment.

Also, any particular reason you've implemented most/all of your methods in models.h instead of a separate models.cpp file? Have you tried running in a debugger and/or adding debug printf/cout statements throughout your code, to track how far it's getting before you hit the SIGSEGV?

Since you only do a GL.Init(), build and draw a glModel instance, and then call GL.Update() and check GL.window.key, can you make copies of your code with everything you -don't- need stripped out (or effectively disabled by surrounding unused blocks with #if 0 and #endif pairs), and see if the problem persists?

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