GL_MAX_VERTEX_ATTRIBS provides the number of distinct vertex attributes that can be read by your shader. It is not a limit on the number of of VAOs. In your case your only vertex attributes appear...
Type: Posts; User: Steven McGrath
GL_MAX_VERTEX_ATTRIBS provides the number of distinct vertex attributes that can be read by your shader. It is not a limit on the number of of VAOs. In your case your only vertex attributes appear...
In gl_DrawRangeElements, you appear to be overrunning the length of your array. Your third argument, for 'end', should be one less than your fourth argument, for 'count'.
There are two levels of buffering here. To keep the objects separate, you may want separate vertex buffers (VBOs) for each, but this is not essential. The vertex array object (VAO) encapsulates...