This is a simple example for the famous OpenGL triangle. Like in OpenGL, we...
- create a VertexArray (represents a vertex array object (VBO), vertex buffer object (VBO) and element buffer object (EBO))
- create a ShaderProgram (represents a vertex shader, fragment shader and the linked shader program)
- clear the default RenderTarget that gets shown to the screen (represents a frame buffer that renders to a texture)
- render the data inside of the VertexArray