glBindBuffer(GL_ARRAY_BUFFER, buffer[0] );
glBufferData(GL_ARRAY_BUFFER, verticies.size()*sizeof(vec3),
verticies.data(), GL_STATIC_DRAW);
loc = glGetAttribLocation( program, "in_Position");
glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, triangles.size()*sizeof(int),
triangles.data(), GL_STATIC_DRAW);
glBindVertexArray(myVAO);
glDrawElements(GL_TRIANGLES, triangles.size(),
GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));
glBindVertexArray(0);