title: Multible vertex buffer objects (VBO) in lwjgl
body: <p>I was able to get VBO's working for a single mesh.
  First I set up opengl:</p>
  
  <pre><code>//....
  GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
  </code></pre>
  
  <p>For each mesh I generate the buffer (two calls to this function per mesh):</p>
  
  <pre><code>vertBuffer = GL15.glGenBuffers( BufferUtils.createIntBuffer(1)); 
  //same idea for faceBuffer
  </code></pre>
  
  <p>I put the mesh data into FloatBuffers and IntBuffers.
  Then I have to send these over to opengl:</p>
  
  <pre><code>GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertBuffer)
  GL15.glBufferData(GL15.GL_ARRAY_BUFFER, myVertPositions,GL15.GL_STATIC_DRAW);
  //same idea for faces.
  </code></pre>
  
  <p>Note: All of the above steps only are done once.</p>
  
  <p>Finally there is rendering:</p>
  
  <pre><code>//...
  int stride = 0; //0 = compact arrays.
  int offset = 0; //Each mesh would need a different offset?
  
  GL11.glVertexPointer(3, GL11.GL_FLOAT, stride, offset);
  GL12.glDrawRangeElements(GL11.GL_TRIANGLES, 0, numVerts, 
          numFaces*3, GL11.GL_UNSIGNED_INT, offset);
  //Using the "buffer versions" of these functions throws  
  //"Cannot use Buffers when Array Buffer Object is enabled"
  //Whether or not glEnableClientState is called.
  </code></pre>
  
  <p>Any new mesh I add overwrites the old mesh. Putting ALL of my meshes into the same buffer doesn't sound efficient.
  How else can I get multiple meshes to coexist?</p>