diff --git a/RecrownedGTK/Graphics/VertexAttributesHandle.cs b/RecrownedGTK/Graphics/VertexAttributesHandle.cs
index e169ba3..61d47fd 100644
--- a/RecrownedGTK/Graphics/VertexAttributesHandle.cs
+++ b/RecrownedGTK/Graphics/VertexAttributesHandle.cs
@@ -23,6 +23,7 @@ namespace RecrownedGTK.Graphics {
///
/// Creates a basic vertex attributes object handle that takes in vertices, texture coordinates, and a color.
+ /// First 3 values are normalized vertex position (x, y, z), second two are texture coordinates, and last 4 are color values.
///
/// The shader program used. Default is the one created from .
/// The name of the attribute for the vertex's position in the shader. Default is "aPosition".
@@ -33,7 +34,7 @@ namespace RecrownedGTK.Graphics {
if (shader == null) shader = Shader.CreateBasicShader();
VertexAttributesHandle vertexAttribs = new VertexAttributesHandle();
GL.VertexAttribPointer(shader.GetAttribLocation(positionAttribName), 3, VertexAttribPointerType.Float, false, 9 * sizeof(float), 0);
- GL.VertexAttribPointer(shader.GetAttribLocation(textureAttribName), 2, VertexAttribPointerType.Float, false, 9 * sizeof(float), 3 * sizeof(float));
+ GL.VertexAttribPointer(shader.GetAttribLocation(textureAttribName), 2, VertexAttribPointerType.Float, true, 9 * sizeof(float), 3 * sizeof(float));
GL.VertexAttribPointer(shader.GetAttribLocation(colorAttribName), 4, VertexAttribPointerType.Float, false, 9 * sizeof(float), 5 * sizeof(float));
vertexAttribs.End();
return vertexAttribs;