r.");

  gl.vertexAttribIPointer(0, 3, gl.INT, 0, 0);
  wtu.glErrorShouldBe(gl, gl.NO_ERROR,
      "vertexAttribIPointer should succeed if no buffer is bound and offset is zero");

  gl.vertexAttribIPointer(0, 3, gl.INT, 0, 12);
  wtu.glErrorShouldBe(gl, gl.INVALID_OPERATION,
      "vertexAttribIPointer should fail if no buffer is bound and offset is non-zero");

  var vertexObject = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
  gl.bufferData(gl.ARRAY_BUFFER, new Int32Array(0), gl.STA