understanding glVertexAttribPointer?
@datenwolf already covered the key aspect in a comment above. To elaborate some more: You do not have to bind GL_ARRAY_BUFFER again before the glDrawElements() call. What matters is that the buffer you want to source a given attribute from is bound when you make the glVertexAttribPointer() call for that attribute. The best way to picture this is that when you make this … Read more