I have a mesh consisting of several entries.
Every entry contains it's own list of faces, vertices, normals, colors and texture coordinates. 

Can I loop though all of my entries and use `glVertexAttribPointer` to cummulate data of an attribute in a single buffer object, like this?:

```
glBindBuffer(vbo);
for(Entry* e : entries) {
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, e->vertices);
    ...
}

```

In other words, will repeated calls on `glVertexAttribPointer` for attribute `0` of buffer `vbo` rewrite the data pointed on before or not?

If yes, is there any effective solution out of copying all vertices into one consecutive memory block before calling `glVertexAttribPointer` only once for the whole buffer?