Since you’re using your own VAO, you may also need to query the currently bound one as well:
default_VAO = glGetIntegerv(GL_VERTEX_ARRAY_BINDING)
so you can re-bind it later.
Since you’re using your own VAO, you may also need to query the currently bound one as well:
default_VAO = glGetIntegerv(GL_VERTEX_ARRAY_BINDING)
so you can re-bind it later.