Original Post
Previously I used to use pointers to contain things like vertex data instead of vectors, I would do something like this: Then it would be easy to work with VBOs because I could do something like this:
Vertex *verts;
//instead of something like this:
std::vector<Vertex> verts;
glBufferDataARB(GL_ARRAY_BUFFER_ARB,numVerts*3*sizeof(float),verts,GL_STATIC_DRAW_ARB);
But if I where to store my vertex data inside of a vector I don't know what I would pass off to the function where I previously would have put verts.