Quad

void Triangle::init()
{
 glm::vec3 t1 = p + v1;
glm::vec3 t2 = p + v2;
glm::vec3 t3 = p + v3;

// face 1
vbo.addData(&t1[0], sizeof(glm::vec3)); // vertex position
vbo.addData(&color[0], sizeof(glm::vec3)); // vertex color
vbo.addData(&t2[0], sizeof(glm::vec3));
vbo.addData(&color[0], sizeof(glm::vec3));
vbo.addData(&t3[0], sizeof(glm::vec3));
vbo.addData(&color[0], sizeof(glm::vec3));

numVertices = 3;

// VAO & VBOs
vbo.createVBO();
vbo.bindVBO();
vbo.uploadDataToGPU(GL_STATIC_DRAW);

glGenVertexArrays(1, &vao);
glBindVertexArray(vao);

int iDataStride = 2 * sizeof(glm::vec3); // vertex & color only
int iDataOffset = 0;
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, iDataStride, (void*)iDataOffset);
iDataOffset += sizeof(glm::vec3);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, iDataStride, (void*)iDataOffset);

isLoaded = true;
}