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Alex Rivera
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I am confused with the point in generating/creating a Vertex Array Object (VAO) with: glGenVertexArrays(GLsizei n, GLuint *arrays); and glBindVertexArray(GLuint); Because I can still create a buffer object, say for vertices, and describe that buffer object with glVertexAttribPointer and glEnableVertexAttribArray without ever creating a VAO. My question is if you do not have to actually create the VAO to describe the data in a buffer object, why would such sources as the OpenGL SuperBible 5ed include a call to create a VAO when creating VBOs? Are they only used for more advanced topics I have yet to discover, am I totally confused? Also I first encountered this question when reading wikipedias entry on VBOs and their sample code includes no calls to glGenVertexArrays() but they still describe the data with glVertexAttribPointer() . Wiki VBO entry -- Example where VAOs are created for what reason?
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