Re:Barebones WebGL in 75 lines of code
by Jasper_ on Wednesday July 08, 2020 @05:45PM
(#23774579)
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.