glGenBuffers(1, &vbo_triangle_colors);
glBindBuffer(GL_ARRAY_BUFFER, vbo_triangle_colors);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangle_colors), triangle_colors, GL_STATIC_DRAW);
char* attribute_name = "v_color";
auto attribute_v_color = glGetAttribLocation(program->getHandle(), attribute_name);
if (attribute_v_color == -1)
fprintf(stderr, "Could not bind attribute %s\n", attribute_name);
glEnableVertexAttribArray(attribute_v_color);
glBindBuffer(GL_ARRAY_BUFFER, vbo_triangle_colors);
glVertexAttribPointer(
attribute_v_color, // attribute
3, // number of elements per vertex, here (r,g,b)
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
);