glVertexAttribPointer(MESH_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), 0);
glEnableVertexAttribArray(MESH_VERTEX);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribPointer(MESH_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), 0);
glEnableVertexAttribArray(MESH_VERTEX);
glBindBuffer(GL_ARRAY_BUFFER, 0);