@kaitaki the first opengl renderer I wrote was in C++, and it was while developing it that discovered the concept that I use in WindowRenderer's renderer of treating opengl buffers like dynamic arrays
I eventually rewrote it in C tho because C++ is a nightmare, and later I ported it to OpenGL ES 2.0 for usage in WindowRenderer
While the renderer code is unoptimized, I quite like the buffer abstractions and I'm definitely going to use them in future projects. So like, while my code is not perfect or anything, at least the buffer abstractions could serve at least as an example for you :3