Creating a cube?

Hey all, I know this probably a pretty simple question but I must be missing something because I can’t get it to display or use the proper coordinates. Heres the code I have so far:

//Init Reasources
GLfloat cube_vertices[] = {
        // front
        -1.0, -1.0,  1.0,
        1.0, -1.0,  1.0,
        1.0,  1.0,  1.0,
        -1.0,  1.0,  1.0,
        // back
        -1.0, -1.0, -1.0,
        1.0, -1.0, -1.0,
        1.0,  1.0, -1.0,
        -1.0,  1.0, -1.0,

    glGenBuffers(1, &vbo_cube_vertices);
    glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_vertices);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);

//Shader and attribute creation:
if ((vs = create_shader("triangle.v.glsl", GL_VERTEX_SHADER))   == 0) return 0;
if ((fs = create_shader("triangle.f.glsl", GL_FRAGMENT_SHADER)) == 0) return 0;

    const char* attribute_name;
    attribute_name = "coord3d";
    attribute_coord3d = glGetAttribLocation(program, attribute_name);
    attribute_name = "v_color";
    attribute_v_color = glGetAttribLocation(program, attribute_name);
    const char* uniform_name;
    uniform_name = "mvp";
    uniform_mvp = glGetUniformLocation(program, uniform_name);

//On display
glClearColor(1.0, 1.0, 1.0, 1.0);
    // Describe our vertices array to OpenGL (it can't guess its format automatically)
    glBindBuffer(GL_ARRAY_BUFFER, vbo_cube_vertices);
                          attribute_coord3d, // attribute
                          3,                 // number of elements per vertex, here (x,y,z)
                          GL_FLOAT,          // the type of each element
                          GL_FALSE,          // take our values as-is
                          0,                 // no extra data between each position
                          0                  // offset of first element
 glDrawArrays(GL_ARRAY_BUFFER, 0, 3);



attribute vec3 coord3d;	
attribute vec3 v_color;	
uniform mat4 mvp;	
varying vec3 f_color;	
void main(void) {
  gl_Position = mvp * vec4(coord3d, 1.0);
  f_color = v_color;

varying vec3 f_color;
void main(void) {	
  gl_FragColor = vec4(f_color.x, f_color.y, f_color.z, 1.0);

I think I posted all relevant code, if not let me know! And Thanks! Oh and heres the link of the tutorial I was learning from: OpenGl Programming

glDrawArrays(GL_ARRAY_BUFFER, 0, 3);



glDrawArrays(GL_QUADS, 0, 4*6);

Ah, fantastic! I would never have caught that by my self. A few questions though, what does the 3rd parameter mean? And how did you get 4*6? Also, how come if I try to render with GL_Triangles the triangles are sticking every which way and not forming squares(which is what I had been shooting for)?

glDrawArray say:
I want to draw quads (first argument), take the datas from the bound buffer object, the vertex start from 0 (second argument) and I have 24 vertex (last argument).
4 * 6 is 4 vertex for 6 faces, it’s a cube.
If you want to use triangles then you have to pass the data in the right order.

ex: if you want to draw a quad you send vertexes 0 1 2 3, then
if you want to draw the same quad with two triangle you need to send 6 vertexes 0 1 2 for the first one, and 1 2 3 for the second one. OpenGl don’t know how your data are organized, so don’t know if your bunch of float represent triangles, quad, tristrip or flowers.