OpenGL VAO best practices <p>Im facing an issue which I believe to be VAO-dependant, but Im not sure..</p> <p>I am not sure about the correct usage of a VAO, what I used to do during GL initialization was a simple</p> <pre><code>glGenVertexArrays(1,&amp;vao) </code></pre> <p>followed by a</p> <pre><code>glBindVertexArray(vao) </code></pre> <p>and later, in my drawing pipeline, I just called <strong>glBindBuffer(), glVertexAttribPointer(), glEnableVertexAttribArray()</strong> and so on.. without caring about the initally bound VAO</p> <p>is this a correct practice?</p>