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Re: VBO and glDrawArrays
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Re: VBO and glDrawArrays



It's not a question of the VBO being bound during the glDrawArrays call, technically, but actually the gl*Pointer calls. If you are very lazily trying to set state, you can call glBindBuffer to 0 right before specifying any of your non-VBO pointers. Alternatively when you are done with specifying VBOs, you can just stick the glBindBuffer 0 call at that point.

Chris

On Nov 13, 2008, at 4:27 AM, Etienne Guérard wrote:

It might be that the VBO is still bound when you call glDrawArrays()
Call glBindBuffer(GL_ARRAY_BUFFER, 0) to unbind the VBO first.

EG

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References: 
 >VBO and glDrawArrays (From: Jeshua Lacock <email@hidden>)
 >RE: VBO and glDrawArrays (From: Etienne Guérard <email@hidden>)



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