for(int j=0;j<2;j++) {
glBindVertexArray(vaoID[j]);
glBindBuffer( GL_ARRAY_BUFFER, vboID_Pos[j]);
glBufferData( GL_ARRAY_BUFFER, sizeof(position_mass_data), &(position_mass_data[0]), GL_DYNAMIC_DRAW);
glBindTexture( GL_TEXTURE_BUFFER, texID[j]);
glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F_ARB, vboID_Pos[j]);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer( GL_ARRAY_BUFFER, vboID_Vel[j]);
glBufferData( GL_ARRAY_BUFFER, sizeof(velocity_data), &(velocity_data[0]), GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0,0);
glBindBuffer( GL_ARRAY_BUFFER, vboID_Con);
glBufferData( GL_ARRAY_BUFFER, sizeof(connection_data), &(connection_data[0]), GL_STATIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribIPointer(2, 4, GL_INT, 0,0);
}