Add some typedefs for common buffer type/usage combinations.
Refactor include guard to reflect the namespace
separated the enabling of an array index from the vertexattribpointer
call. Wrapping glVertexAttribPointer with a function called connect -
not sure if this will stick, but I feel it's descriptive of what it
does; connect a buffer with a shader attribute. Added some default
paramaters to various functions.
Do nothing if the id we are restoring is equal to the currently bound
id. Do nothing if the currently bound id is 0. This needs more thought
and may need to be refactored per bindable object.
updated example