title: OpenGL, is it worth explicitly unbinding after a draw call?
body: <p>It seems cleaner to me to unbind using <code>glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)</code> and/or <code>glBindBuffer(GL_ARRAY_BUFFER, 0)</code> at the end of a given draw call. I like being sure that nothing is bound that should not be; however, is there much of a performance hit to this?</p>
  
  <p>Would anyone consider doing it the "clean" way to be at all useful? Or should I just go down the fast &amp; sloppy route?</p>
  
  <p>(Yes, I'm aware that the bound buffer object will be replaced by the next buffer object to be bound on that target, anyway -- whether in this or the next render update. And yes, I could do performance tests. But a quick human response would be nice.)</p>