This doesn't work either. Again, no errors.
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[2]);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindVertexBuffer(0, buffers[0], 0, 0);
glVertexAttribFormat(0, 3, GL_FLOAT, GL_FALSE, 0);
glVertexAttribBinding(0, 0);
glBindVertexBuffer(1, buffers[1], 0, 0);
glVertexAttribFormat(1, 2, GL_FLOAT, GL_FALSE, 0);
glVertexAttribBinding(1, 1);