title: OpenGL VAO best practices
body: <p>Im facing an issue which I believe to be VAO-dependant, but Im not sure..</p>
  
  <p>I am not sure about the correct usage of a VAO, what I used to do during GL initialization was a simple</p>
  
  <pre><code>glGenVertexArrays(1,&amp;vao)
  </code></pre>
  
  <p>followed by a</p>
  
  <pre><code>glBindVertexArray(vao)
  </code></pre>
  
  <p>and later, in my drawing pipeline, I just called <strong>glBindBuffer(), glVertexAttribPointer(), glEnableVertexAttribArray()</strong> and so on.. without caring about the initally bound VAO</p>
  
  <p>is this a correct practice?</p>