[LWJGL] Binding multiple VBOs to a VAO

I’m giving modern OpenGL a go, but I’m curious why I wasn’t able to add another VBO (more positional data) to my VAO. Based off the Wiki, I followed the same process to create the first VBO (vbo0) and put it on index 0. The second one (vbo1) at a different position isn’t being rendered, even though I put it in index 1. They should be 2 quads at different positions.

INITIALIZATION

 public void setupQuad() {  
    	
    	//vbo0
        float[] vertices = {
                // Left bottom triangle
                -0.5f, 0.5f, 0f,
                -0.5f, -0.5f, 0f,
                0.5f, -0.5f, 0f,
                // Right top triangle
                0.5f, -0.5f, 0f,
                0.5f, 0.5f, 0f,
                -0.5f, 0.5f, 0f
        };
        FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length);
        verticesBuffer.put(vertices);
        verticesBuffer.flip();
        
        ///////vbo1
        float[] vertices1 = {
                // Left bottom triangle
                -0.8f, 0.8f, 0f,
                -0.8f, -0.8f, 0f,
                -0.6f, -0.8f, 0f,
                // Right top triangle
                -0.8f, 0.8f, 0f,
                -0.6f, -0.8f, 0f,
                -0.6f, 0.8f, 0f
        };
        FloatBuffer verticesBuffer1 = BufferUtils.createFloatBuffer(vertices1.length);
        verticesBuffer1.put(vertices1);
        verticesBuffer1.flip();
        
        
        vaoId = GL30.glGenVertexArrays();
        GL30.glBindVertexArray(vaoId);
        
        //vbo0
        vboId = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId);
        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW);
        GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0);//index 0
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
        
        
        
        //vbo 1
        vboId1 = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId1);
        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer1, GL15.GL_STATIC_DRAW);
        GL20.glVertexAttribPointer(1, 3, GL11.GL_FLOAT, false, 0, 0);//index 1
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
        
        
         
        GL30.glBindVertexArray(0);
         
    }

Rendering

  public void loopCycle() {
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
         
        GL30.glBindVertexArray(vaoId);
        GL20.glEnableVertexAttribArray(0);
        GL20.glEnableVertexAttribArray(1);
         
        // Draw the vertices
        GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexCount);
         
        GL20.glDisableVertexAttribArray(0);
        GL20.glDisableVertexAttribArray(1);
        GL30.glBindVertexArray(0);
         
    }

Also, how can I get coordinates based on screen size without using an Orthographic projection? It wont let me call

glOrtho

, so I’d asume it’s deprecated.