Using display lists and need help creating VBOs instead.

I load 3DS models with Lev P’s L3DS ( ), then i create display lists with this code:

// Generate display list for the model.
	dispListModel_GLuint = glGenLists(1);
	// Create a display list for the model.
	glNewList(dispListModel_GLuint, GL_COMPILE);
		for(uint i= 0; i < model_L3DS.GetMeshCount(); i++)
			glVertexPointer(4, GL_FLOAT, 0, &model_L3DS.GetMesh(i).GetVertex(0));
			glNormalPointer(GL_FLOAT, 0, &model_L3DS.GetMesh(i).GetNormal(0));
			glColorPointer(3, GL_FLOAT, 0, &model_L3DS.GetMesh(i).GetBinormal(0));
			glTexCoordPointer(2, GL_FLOAT, 0, &model_L3DS.GetMesh(i).GetUV(0));
			glDrawElements(GL_TRIANGLES, model_L3DS.GetMesh(i).GetTriangleCount()*3, GL_UNSIGNED_SHORT, &model_L3DS.GetMesh(i).GetTriangle(0));
		glColor3f(1.0, 1.0, 1.0);

It works very well, but i want to try out VBOs. How do i do that?

I suggest the following white paper to get you started: