EDIT: Ok, I've fixed the problem, turns out you can't pass 0 as the stride to BindVertexBuffer like you can to VertexAttribPointer you actually have to specify the correct stride, otherwise each element gets uses the 0th attribute in the buffer.
Can anyone tell me why this would work:
But this would fail?:Code :GL20.glEnableVertexAttribArray(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, buffers); GL20.glVertexAttribPointer(0, 4, GL11.GL_FLOAT, false, 0, 0); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3);
Thanks & RegardsCode :GL20.glEnableVertexAttribArray(0); GL43.glVertexAttribFormat(0, 4, GL11.GL_FLOAT, false, 0); GL43.glVertexAttribBinding(0, 0); GL43.glBindVertexBuffer(0, buffers, 0, 0); //EDIT: Stride can't be 0, it must be the correct value GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3);