So I was looking at another SO question regarding the command glVertexAttribPointer and I ran into a slight confusion. The accepted answer to this question explains,
But there's an additional implied piece of state that is also stored away for attribute 0 when you make the call: the data is read from the buffer currently bound to GL_ARRAY_BUFFER
This makes sense to me, but what if I have multiple buffers that are bound as GL_ARRAY_BUFFER? How does the glVertexAttribPointer() method know which one to set the attributes of?
For example, in my code, I'm drawing a gradient triangle. To do this, I've created 2 VBOs, one with color data in an array and another with vertex locations.
glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    static const GLfloat points[] = {
    //data here
    };
    static const GLfloat colors[] = {
      //data here
    };
    glGenBuffers(1, &buffer);
    glBindBuffer(GL_ARRAY_BUFFER, buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
    vs = glCreateShader(GL_VERTEX_SHADER);
    fs = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(vs, 1, &vertexShaderData, NULL);
    glShaderSource(fs, 1, &fragShaderData, NULL);
    glCompileShader(vs);
    glCompileShader(fs);
    sp=glCreateProgram();
    glBindFragDataLocation(sp, 0, "outColor");
    glAttachShader(sp, vs);
    glAttachShader(sp, fs);
    glLinkProgram(sp);
    glUseProgram(sp);
    glGenBuffers(1, &colorBuffer);
    glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glEnableVertexAttribArray(1);
    glDrawArrays(GL_TRIANGLES, 0, 9);
When I call the command, where do I specify which buffer to use?
 
     
    