/**
   * A utility method to load vertex data into an OpenGL "vertex array object" (VAO) for efficient
   * rendering. The VAO stores several "vertex buffer objects" (VBOs) that contain the vertex
   * attribute data.
   *
   * @param data reference to the vertex data to be loaded into a VAO
   */
  private void initArrayBuffer(GLVertexData data) {

    // Make a vertex array object (VAO) for this vertex data
    // and store a reference to it
    GLVertexArrayObject vao = new GLVertexArrayObject(gl, data.getElements().size() + 1);
    data.setVAO(vao);

    // Bind (activate) the VAO for the vertex data in OpenGL.
    // The subsequent OpenGL operations on VBOs will be recorded (stored)
    // in the VAO.
    vao.bind();

    // Store all vertex attributes in vertex buffer objects (VBOs)
    ListIterator<VertexData.VertexElement> itr = data.getElements().listIterator(0);
    data.getVAO().rewindVBO();
    while (itr.hasNext()) {
      VertexData.VertexElement e = itr.next();

      // Bind the vertex buffer object (VBO)
      gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, data.getVAO().getNextVBO());
      // Upload vertex data
      gl.glBufferData(
          GL3.GL_ARRAY_BUFFER,
          e.getData().length * 4,
          FloatBuffer.wrap(e.getData()),
          GL3.GL_DYNAMIC_DRAW);
    }

    // Bind the default vertex buffer objects
    gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);

    // Store the vertex data indices into the last vertex buffer
    gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, data.getVAO().getNextVBO());
    gl.glBufferData(
        GL3.GL_ELEMENT_ARRAY_BUFFER,
        data.getIndices().length * 4,
        IntBuffer.wrap(data.getIndices()),
        GL3.GL_DYNAMIC_DRAW);

    // Bind the default vertex array object. This "deactivates" the VAO
    // of the vertex data
    gl.glBindVertexArray(0);
  }