You probably didn’t create a vertex array object. Just create one in your initialization code. This is required by the OpenGL 3.2+ core specifications, but NVIDIA tends to play somewhat loose with the spec.
I understand it’s cleaner code but can one draw in OpenGL 3.2+ without one?
e.g. I made a ‘dummy’ one, it didn’t get any data (or any proper data) and now the scene is blank. I suppose that’s normal but it poses the question, are VAOs required?
[Does NVIDIA ‘automatically’ create one for each vertexattribpointer?]
I guess NVIDIA didn’t help write better code. ATI forces properly the context so it won’t let me run a core context without vertex array objects in use.
Only problem is if it’s complex enough, it’s hard to incorporate it properly…
Now I’m trying to figure out what exactly must be ‘grouped’…
It did not work here properly. I was a getting a blank screen (without error).
However, it did work properly after I properly grouped the relevant (state) calls anyway (in various VAOs for each mesh I was drawing), which is I suppose the best.
I suppose I did something (wrong) in between that disrupted the normal operation or it’s a bug.