OpenGL VBO drawing problems?

You'll need to correctly set up your vertex attribs before each draw call - i.e. , you have to call glBindBuffer followed by glEnableVertexArray & glVertexAttribPointer for each of your attributes before each draw call. In the code you posted, this happens only for the particle position, but not for the 'WVP_LOCATION' attribute which apparently contains your transformation matrices ( you do upload the data to the GPU via glBufferData but don't set up the attribute ) - meaning that once you have more than one particle system, only the transformation matrices of your second particle system are ever going to be accessed for rendering.

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