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OpenGL Vertex Buffer Objects and my mesh class,,,,

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Currently in my mesh class I create a seperate vertex buffer object for each mesh attribute (GL_VERTEX_ARRAY, GL_NORMAL_ARRAY, GL_COLOR_ARRAY, etc...). I did this because it made the class easier to design. I wondering if there is any significant performance boost that comes from combining all vertex attributes into one vertex buffer object. Also on a similar note, is it important to undo any changes one makes to the overall OpenGL state? To me it seems like a waste of time to call glDisableXXXX() since every function will set its desired state anyways. Also leftover states almost never have an effect on later calls.

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