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Interleaved vertex arrays are supported with gl.Offset(pointer, offset).
gl.BindBuffer(gl.ARRAY_BUFFER, vertexBufferObject) gl.EnableVertexAttribArray(0) gl.VertexAttribPointer(0, ..., gl.Offset(nil, 0)) // same as nil gl.EnableVertexAttribArray(1) gl.VertexAttribPointer(1, ..., gl.Offset(nil, 12)) // skip 12 bytes …
gl.VertexAttribPointer(0, ..., gl.Offset(&vertexData[0], 0)) gl.VertexAttribPointer(1, ..., gl.Offset(&vertexData[0], 12))