I can connect a VBO data with the shader's attribute using the followings functions:
GLint attribVertexPosition = glGetAttribLocation(progId, "vertexPosition");
glEnableVertexAttribArray(attribVertexPosition);
glVertexAttribPointer(attribVertexPosition, 3, GL_FLOAT, false, 0, 0);
I analyze a legacy OpenGL code where a VBO is used with the following functions:
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, 0);
How that legacy code makes a connnection between a VBO data and the shader's attribute:
attribute vec3 vertexPosition;
?