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Prune

Deleting VBO after VAO state captured then using VAO

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I tried it and it worked, but is it OK in general to do this? Below, _vao is member of Foo and persists; vbo is local Foo::Init(...) { glGenVertexArrays(1, &_vao); GLuint vbo; glGenBuffers(1, &vbo); glNamedBufferDataEXT(_vbo, blah.size() * sizeof(float), blah.data(), GL_STATIC_DRAW); glVertexArrayVertexAttribOffsetEXT(_vao, _vbo, 0, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexArrayAttribEXT(_vao, 0); glDeleteBuffers(1, &vbo); } Foo::Draw(...) { glBindVertexArray(_vao); glDrawArrays(...); } This didn't seem clarified for me from reading the 3.3 spec.

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