 			glGenBuffers(1, &attribBuffer)
 			glBindBuffer(GLenum(GL_ARRAY_BUFFER), attribBuffer)
 			glBufferData(GLenum(GL_ARRAY_BUFFER),
-									 GLsizeiptr(MemoryLayout<Vertex>.stride * attribs.count),
+									 GLsizeiptr(MemoryLayout<Float>.stride * attribs.count),
 									 attribs,
 									 GLenum(GL_STATIC_DRAW))
 		}

													GLenum(GL_FLOAT), GLboolean(GL_FALSE),
													GLsizei(MemoryLayout<Vertex>.stride), BUFFER_OFFSET(0))
		glBindBuffer(GLenum(GL_ARRAY_BUFFER), primitive.attribBuffer)
		glVertexAttribPointer(RenderPrimitive.Attribs.barycentric.rawValue, 2,
													GLenum(GL_FLOAT), GLboolean(GL_FALSE),
													GLsizei(MemoryLayout<Vertex>.stride), BUFFER_OFFSET(0))
		glDrawArrays(GLenum(GL_TRIANGLES),
								 0,
								 primitive.elementCount)

	}
	
	// Arrayed draw mode
	init(vertices: [Vertex], attribs: [Float], color c: (r: Float, g: Float, b: Float, a: Float), debugName: String) {
		mode = .Arrayed
		color = c
		name = debugName
