Im confused about interaction of this two extensions. Problem is in custom vertex attributes...
When setup some VBO I also setup standard vertex attribute pointers (pos, norm, color, texcoord).
In render stage, I bind some VBO and all pointers for this VBO are already prepared (no need to setup pointers again).
But, whats happend with custom vertex attributes in GLSL? For example I have several GLSL vert&frag programs for static geometry. Should I setup this custom vertex attribute pointers for each shader? Is this pointers safe from VBO switching?
ps... soory for by bad english...