now, this doesnt work properly, as my other models that dont use vbos and multitexturing such as my font system and skybox are rendered really dark, and flicker like some multitexturing is still happening?
edit: Should read the question better next time. Texture bindings are not a clinet state, it’s a server state, so you need to change texture unit with glActiveTexture. And use glDisable instead of binding ID 0.
Do you set the active texture back to TEXTURE0 before setting up other texturing?
Also, you don’t need to separately BindBuffer(). The bound buffer is only actually inspected by the GL when you call VertexPointer, TexCoordPointer, etc.