Using glBindVertexArray in update loop in DSA code or not
问题 I'm the process of converting some opengl code to DSA and everywhere its written not to bind the vertex array, because its inherit in DSA. So I use GLuint VBO, VAO, indexBuffer; glCreateVertexArrays(1, &VAO); glCreateBuffers(1, &indexBuffer); glCreateBuffers(1, &VBO); ... instead of the glGen... counterparts. But now I just wonder whether there is a DSA version of binding the vertex arrays in the update loop. Now I have while (!glfwWindowShouldClose(window)) { glfwPollEvents(); glClearColor(0