I'm trying to create a model class which would carry one VAO and 2 VBOs, but I'm not quite sure if it should have its vertices data saved for later usage. Something like for shape changing or idk
By the way, how do I pass vertices as an argument? In my code its not working.
Here is my code:

Code :
	class LEOPModel {
 
		GLuint VAO_;
		GLuint VBO1, VBO2;
 
	public:
 
		LEOPModel() {
 
			glGenVertexArrays(1, &VAO_);
 
		}
 
		void insertVBO(GLfloat *vertices, GLfloat *vertices_2) {
 
			glGenBuffers(1, &VBO1);
			glGenBuffers(1, &VBO2);
 
			glBindVertexArray(VAO_);
 
			glBindBuffer(GL_ARRAY_BUFFER, VBO1);
			glEnableVertexAttribArray(0);
			glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid *)0);
			glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
			//
			glBindBuffer(GL_ARRAY_BUFFER, VBO2);
			glEnableVertexAttribArray(1);
			glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid *)0);
			glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_2), vertices_2, GL_STATIC_DRAW);
 
			glBindVertexArray(0);
 
		}
 
		void draw() {
 
			glBindVertexArray(VAO_);
 
			glDrawArrays(GL_TRIANGLES, 0, 6);
 
			glBindVertexArray(0);
 
		}
 
		GLuint getVBO(int at) {
 
			return VBO1;
		}
 
	};

thanks.