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Alex Rivera
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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.)
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