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.
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.
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