Is it important to call glDisableVertexAttribArray()?

The state of which Vertex Attribute Arrays are enabled can be either bound to a Vertex Array Object (VAO), or be global.

If you’re using VAOs, then you should not disable attribute arrays, as they are encapsulated in the VAO.

However for global vertex attribute array enabled state you should disable them, because if they’re left enabled OpenGL will try to read from arrays, which may be bound to a invalid pointer, which may either crash your program if the pointer is to client address space, or raise a OpenGL error if it points out of the limits of a bound Vertex Buffer Object.

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