Celý postup pozostáva z 2 častí:
1.Shadery
attribute ?type ?shaderAttribIdentifier
?variable = glGetAttribLocation( ?shaderProgram, "?shaderAttribIdentifier")
glBindBuffer(GL_ARRAY_BUFFER, ?bufferID);
glVertexAttribPointer
glBindBuffer(GL_ARRAY_BUFFER,0);
glEnableVertexAttribArray
glDisableVertexAttribArray