Index: color.vert
===================================================================
--- color.vert	(revision baa5848ce50cfd870744e85ac0aeb99eb933ea15)
+++ color.vert	(revision 72802572b93fe6c54bae4fa36a60a5df9b28e789)
@@ -1,7 +1,3 @@
 #version 410
-
-layout (std140) uniform model_block {
-   mat4 M;
-};
 
 uniform mat4 model, view, proj;
Index: new-game.cpp
===================================================================
--- new-game.cpp	(revision baa5848ce50cfd870744e85ac0aeb99eb933ea15)
+++ new-game.cpp	(revision 72802572b93fe6c54bae4fa36a60a5df9b28e789)
@@ -307,14 +307,4 @@
       vec3(points2[15], points2[16], points2[17]),
    };
-
-   int ubo_id = 0;
-   GLuint ubo = 0;
-   glGenBuffers(1, &ubo);
-   glBindBuffer(GL_UNIFORM_BUFFER, ubo);
-   glBufferData(GL_ARRAY_BUFFER, sizeof(float)*16*2, NULL, GL_STATIC_DRAW);
-
-   glBindBufferBase(GL_UNIFORM_BUFFER, ubo_id, ubo);
-   glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(float) * 16, value_ptr(objects[0].model_mat));
-   glBufferSubData(GL_UNIFORM_BUFFER, sizeof(float) * 16, sizeof(float) * 16, value_ptr(objects[1].model_mat));
 
    GLuint points_vbo = 0;
@@ -396,15 +386,4 @@
    GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
 
-   GLuint ub_index = glGetUniformBlockIndex(shader_program, "model_block");
-   glUniformBlockBinding(shader_program, ub_index, ubo_id);
-
-   GLuint ub_index2 = glGetUniformBlockIndex(shader_program2, "model_block");
-   glUniformBlockBinding(shader_program2, ub_index2, ubo_id);
-
-   cout << "Uniform Buffer Debugging" << endl;
-   cout << "ubo: " << ubo << endl;
-   cout << "ub_index: " << ub_index << endl;
-   cout << "ub_index2: " << ub_index2 << endl;
-
    float speed = 1.0f;
    float last_position = 0.0f;
@@ -453,12 +432,8 @@
    glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, value_ptr(proj_mat));
 
-   glBindBufferRange(GL_UNIFORM_BUFFER, ub_index, ubo, 0, sizeof(float) * 16);
-
    glUseProgram(shader_program2);
    glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(objects[1].model_mat));
    glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
    glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, value_ptr(proj_mat));
-
-   glBindBufferRange(GL_UNIFORM_BUFFER, ub_index2, ubo, sizeof(float) * 16, sizeof(float) * 16);
 
    objects[0].shader_program = shader_program;
Index: opengl-notes.txt
===================================================================
--- opengl-notes.txt	(revision baa5848ce50cfd870744e85ac0aeb99eb933ea15)
+++ opengl-notes.txt	(revision 72802572b93fe6c54bae4fa36a60a5df9b28e789)
@@ -40,2 +40,16 @@
 
 Camera position = (0, 0, 0)
+
+
+BUFFER FUNCTIONS
+-----------------
+
+glGenBuffers creates a buffer
+glBindBuffer sets the currently active buffer
+glBufferData populates the buffer with data
+
+glGenVertexArrays creates a vao
+glBindVertexArray sets the currently active vao
+glEnableVertexAttribArray sets the active index in the vao
+glVertexAttribPointer determines the layout of a buffer in a VAO
+   -The last params (often NULL), specifies the offset in the buffer
Index: texture.vert
===================================================================
--- texture.vert	(revision baa5848ce50cfd870744e85ac0aeb99eb933ea15)
+++ texture.vert	(revision 72802572b93fe6c54bae4fa36a60a5df9b28e789)
@@ -1,7 +1,3 @@
 #version 410
-
-layout (std140) uniform model_block {
-   mat4 M;
-};
 
 uniform mat4 model, view, proj;
