3 ms·
Yep. Though it's a lot trickier than just bind/unbind, e.g. if you have a VAO bound, you need to unbind the VAO before binding a vertex buffer, or else you migh
by Jasper_ 6y ago
Yep. Though it's a lot trickier than just bind/unbind, e.g. if you have a VAO bound, you need to unbind the VAO before binding a vertex buffer, or else you might have overwritten the VAO's vertex buffer binding slot. And I've encountered many, many similar cases like that and edge cases, especially around framebuffer management.
The OpenGL programming model is unfortunate.