title: Trouble to access attributes by using glVertexArrayAttribFormat / glVertexArrayVertexBuffer
body: <p>I have this code :</p>
  <pre><code>Upp::Vector&lt;float&gt; verticesTriangle{
       1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.0f,
       0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,  0.5f, -0.5f, 0.0f,
       0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,  0.0f,  0.5f, 0.0f,
  };
  
  glGenVertexArrays(1, &amp;VAO);
  glBindVertexArray(VAO);
  
  //Setting up the VAO Attribute format
  glVertexArrayAttribFormat(VAO, 0, 3, GL_FLOAT, GL_FALSE, 0); //Will be colors (R G B in float)
  glVertexArrayAttribFormat(VAO, 1, 2, GL_FLOAT, GL_FALSE, 3); //Will be texture coordinates
  glVertexArrayAttribFormat(VAO, 2, 3, GL_FLOAT, GL_FALSE, 5); //Normals
  glVertexArrayAttribFormat(VAO, 3, 3, GL_FLOAT, GL_FALSE, 8); //Will be my position 
  
  glEnableVertexArrayAttrib(VAO, 0);
  glEnableVertexArrayAttrib(VAO, 1);
  glEnableVertexArrayAttrib(VAO, 2);
  glEnableVertexArrayAttrib(VAO, 3);
  
  //Generating a VBO
  glGenBuffers(1, &amp;VBOCarre);
  glBindBuffer(GL_ARRAY_BUFFER, VBOCarre);
  glBufferStorage(GL_ARRAY_BUFFER, sizeof(float) * verticesTriangle.GetCount(), verticesTriangle, GL_MAP_READ_BIT  | GL_MAP_WRITE_BIT);
  
  //Binding the VBO to be read by VAO
  glVertexArrayVertexBuffer(VAO, 0, VBOCarre, 0 * sizeof(float), 11 * sizeof(float));
  glVertexArrayVertexBuffer(VAO, 1, VBOCarre, 3 * sizeof(float), 11 * sizeof(float));
  glVertexArrayVertexBuffer(VAO, 2, VBOCarre, 5 * sizeof(float), 11 * sizeof(float));
  glVertexArrayVertexBuffer(VAO, 3, VBOCarre, 8 * sizeof(float), 11 * sizeof(float));
  //Bind VAO
  glBindVertexArray(VAO);
  </code></pre>
  <p>I have no problem retrieving the first attribute in my shader however, when I trying to retrieve others, It dont work. To test it, I have setup an float array and a simple shader program and I try to retrieve my position to draw a triangle.
  Here is how my datas are ordered :</p>
  <p><a href="https://i.stack.imgur.com/OhBjo.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/OhBjo.png" alt="how my datas are ordered" /></a></p>
  <p>Here is my vertex shader :</p>
  <pre><code>#version 400 
  layout (location = 0) in vec3 colors;
  layout (location = 1) in vec2 textCoords;
  layout (location = 2) in vec3 normals;
  layout (location = 3) in vec3 positions;
  
  out vec3 fs_colors;
  
  void main()
  {
      gl_Position = vec4(positions.x, positions.y, positions.z, 1.0);
  //  gl_Position = vec4(colors.x, colors.y, colors.z, 1.0); //This line work, proofing my
  //  first attribute is sended well to my shader
      fs_colors = colors;
  }
  </code></pre>
  <p><strong>The problem is, except the first attribute, all others seems to not be sent to the shader. What am I missing ?!</strong></p>