After defining an attribute pointer, why can't I just reuse it? I have a VAO bound so shouldn't it just accept the AttributePointer I defined with the last VAO?
glBindVertexArray(VAO);
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertecies), vertecies, GL_STATIC_DRAW);
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
//Second Cordinates
glBindVertexArray(VAO2);
unsigned int VBO2;
glGenBuffers(1, &VBO2);
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertecies2), vertecies2, GL_STATIC_DRAW);
unsigned int EBO2;
glGenBuffers(1, &EBO2);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO2);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies2), indicies2, GL_STATIC_DRAW);
//glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);