glVertexPointer(3, GL_FLOAT, sizeof(Cube_Vertices), &cube.vertices[0].VBO_Position);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_QUADS, 0, 24);
glGenBuffersARB(1, &VBO_Vertices);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO_Vertices);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(Cube_Vertices)*3*sizeof(float), &cube.vertices[0].VBO_Position, GL_STATIC_DRAW_ARB);
glVertexPointer(3, GL_FLOAT, sizeof(Cube_Vertices), BUFFER_OFFSET(0));
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_QUADS, 0, 24);