// Create a VBO with the given data, and bind it to the vertex attribute
// with name <attribute_name>. Returns the VBO number.
GLuint fill_vertex_attribute(GLuint glsl_program_num, const std::string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data);
// Create a VBO with the given data, and bind it to the vertex attribute
// with name <attribute_name>. Returns the VBO number.
GLuint fill_vertex_attribute(GLuint glsl_program_num, const std::string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data);