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VBO: All our geometry is currently drawn from the bound IBO and VBO with glDraw[Range]Elements(). I never did understand why, but we could not make our code work unless we specified the offsets/types/normalizations of every vertex attribute every time we switched to another IBO/VBO pair. Does anyone understand why? Note: the vertices in all our VBOs are identical (same attributes, same offsets, same types, etc). VAO: After reading the OpenGL v3.10 specification, I have a few questions about VAOs. The description of VAOs led did not make it clear to me that the VAO remembers and restores the VBO attributes and their offsets/types/normalizations when they are bound. However, table 6.3 and 6.4 seems to clearly state this information is stored with the VAO. Here are my VAO questions: #1: Does binding the VAO make all this VBO state active too? And does it also somehow make clear to the GPU whether the indices in the corresponding IBO are 16-bits or 32-bits (I don't see that)? #2: Why do I not see an IBO or VBO identifier in the VAO state (in tables 6.3 and 6.4)? How can binding the VAO also bind the IBO and VBO if they are not identified in the VAO state? --------------- context: upgrading cross platform 3D engine from OpenGL210/GLSL120 to OpenGL310/GLSL140 (with 185.85 drivers). computers: CPU = phenom + 4GB RAM : video = nvidia GTX285 + 2GB VRAM : OS #1 = ubuntu64 v9.04 : OS #2 = winxp64

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