Set an attribute pointer for a given shader (index)
index -- the index of the generic vertex to bind, see
glGetAttribLocation for retrieval of the value,
note that index is a global variable, not per-shader
size -- number of basic elements per record, 1,2,3, or 4
type -- enum constant for data-type
normalized -- whether to perform int to float
normalization on integer-type values
stride -- stride in machine units (bytes) between
consecutive records, normally used to create
"interleaved" arrays
pointer -- data-pointer which provides the data-values,
normally a vertex-buffer-object or offset into the
same.
This implementation stores a copy of the data-pointer
in the contextdata structure in order to prevent null-
reference errors in the renderer.