GLuint VBO[2], VAO[2];
glGenVertexArrays(2, VAO);
glGenBuffers(2, VAO);
glBindVertexArray(VAO[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
//Konfiguration bezieht sich jetzt auf VBO[0] wegen glbindvertexarray()
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid *) 0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindVertexArray(VAO[1]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(secVertices), secVertices, GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,0, (GLvoid *) 0);
glEnableVertexAttribArray(1);
glBindVertexArray(1);