   Deleting VBO after VAO state captured then using VAO
  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 localFoo::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.   