+ GLubyte attrsz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */
+ GLenum attrtype[VBO_ATTRIB_MAX]; /**< GL_FLOAT, GL_INT, etc */
+ GLubyte active_sz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */
+ GLuint vertex_size; /**< size in GLfloats */
+
+ GLboolean out_of_memory; /**< True if last VBO allocation failed */