3.2 Core, VAO, and glDrawElements not drawing

Greetings. First time posting here. I’m fairly new with OpenGL and am having a devil of a time trying to get glDrawElements to work. I am using 3.2 Core to attempt to draw a simple multicolored triangle. When I use the glDrawArrays method as specified in the code below the triangle displays. When I comment that out and use the glDrawElements method nothing is displayed. I have to use a vertex array object because I am running this on Mac OS X. I had also checked for glerrors and did not have any. Any help would be greatly appreciated!

GLfloat vertices[] = {	-0.3f, 0.5f, -1.0f,
    -0.8f, -0.5f, 0.0f,
    0.2f, -0.5f, 0.0f };
GLfloat colours[] = {	1.0f, 0.0f, 0.0f,
    0.0f, 1.0f, 0.0f,
    0.0f, 0.0f, 1.0f };
GLuint indices[] = {0,1,2};

// two vertex array objects, one for each object drawn
unsigned int vertexArrayObjID;
// three vertex buffer objects in this example
unsigned int vertexBufferObjID[3];

GLuint indexBufferID;

static void initOpenGL()
{
    // Allocate Vertex Array Objects
    glGenVertexArrays(1, &vertexArrayObjID);
    // Setup first Vertex Array Object
    glBindVertexArray(vertexArrayObjID);
    glGenBuffers(2, vertexBufferObjID);
    
    // VBO for vertex data
    glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[0]);
    glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(0);

    // VBO for colour data
    glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[1]);
    glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), colours, GL_STATIC_DRAW);
    glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(1);

    
    glGenBuffers(1, &indexBufferID);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, 9 * sizeof(GLuint), indices, GL_STATIC_DRAW);
}
static void drawAnObject()
{
	GLfloat modelView[16];

	glClear(GL_COLOR_BUFFER_BIT);  
	glUseProgram(program);
    
        mtxLoadIdentity(modelView);
	glUniformMatrix4fv(modelViewUniformIdx, 1, GL_TRUE, modelView);

	glBindVertexArray(vertexArrayObjID);	// First VAO
	glDrawArrays(GL_TRIANGLES, 0, 3);	// draw first object
//    glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
	glBindVertexArray(0);
}

You’ve uploaded indices as uints, but are drawing them as ushorts. So this sequence:
0x00000001, 0x00000002, 0x00000003
is interpreted as
0x0000, 0x0001, 0x0000
which is a degenerate triangle, so you see nothing.

You’ve also uploaded 9 indices when you have only allocated 3, which is a potential crash if your indices happen to be near the end of a malloc page.

Thank you very much! I can’t believe I overlooked that. Changing the indices to GLushort corrected the problem.