+ float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
+
+ glGenVertexArrays( 1, &vg_loader.vao );
+ glGenBuffers( 1, &vg_loader.vbo );
+ glBindVertexArray( vg_loader.vao );
+ glBindBuffer( GL_ARRAY_BUFFER, vg_loader.vbo );
+ glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
+ glBindVertexArray( vg_loader.vao );
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE,
+ sizeof(float)*2, (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ VG_CHECK_GL_ERR();
+
+ if( !vg_shader_compile( &_shader_loader ) )
+ {
+ glDeleteVertexArrays( 1, &vg_loader.vao );
+ glDeleteBuffers( 1, &vg_loader.vbo );
+ return 0;
+ }
+