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I'm not entirely clear on the scope of enabling vertex attrib arrays. I've got several different shader programs with differing numbers of vertex attributes. Are glEnableVertexAttribArray calls local to a shader program, or global?
Right now I'm enabling vertex attrib arrays when I create the shader program, and never disabling them, and all seems to work, but it seems like I'm possibly supposed to enable/disable them right before/after draw calls. Is there an impact to this?
(I'm in WebGL, as it happens, so we're really talking about gl.enableVertexAttribArray and gl.disableVertexAttribArray. I'll note also that the orange book, OpenGL Shading Language, is quite uninformative about these calls.)