well, I already render everything with shaders but then again there are two ways to stream your data to the gpu, one via the glVertexPointer-thingy and the other one separately via glVertexAttribPointer. now, if you're using vbos it's getting interesting. the pointer then is an offset to the starting point of the buffer. therefore you have to bind the buffer. but do you also have to bind the shader program? and which kind of buffer do they mean, anyway? normal GL_VERTEX_ARRAY-buffers or glGenVertexArray or... i mean, seriously, why is there glGenBuffers and glGenVertexArray if you can pass a GL_VERTEX_ARRAY to glGenBuffers? o.O