In this tutorial series (link), it said we put the position coordinates in attribute list 0, color components in attribute list 1, and texture coordinates in attribute list 2.
I don’t understand the meaning of attribute list inputting 0, 1, and 2. Comparing it with Android OpenGL ES’s glVertexAttribPointer(), it looks like the “attribute list” refers to the attribute locations in the shader program.
Should the code be like this below in LWJGL?
int aPositionLocation = glGetAttribLocation(program, "a_position");
//...
glVertexAttribPointer(aPositionLocation, 0, ...);
//...
Or the meaning of “attribute list” refers to something else that the tutorial in the link isn’t really telling me? I may have missed the definition, or I still didn’t understand the definition…