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When the OES_vertex_array_object extension is available or WebGL2 is used, create a VAO for each shader and use it in bindVertexBuffers() instead of manually rebinding all the buffers.
Even better, multiple shaders can use the same VAO as well if the attribute locations are ensured to be the same by using bindAttribLocation()
The text was updated successfully, but these errors were encountered:
When the
OES_vertex_array_object
extension is available or WebGL2 is used, create a VAO for each shader and use it inbindVertexBuffers()
instead of manually rebinding all the buffers.Even better, multiple shaders can use the same VAO as well if the attribute locations are ensured to be the same by using
bindAttribLocation()
The text was updated successfully, but these errors were encountered: