
1338.3 Performance
Adding a fallback for devices without VAO support is also straightforward. Let’s call
the code that binds buers and sets vertex attrib pointers related to a specic mesh the
binding block. If VAOs are supported, the code should initialize the VAO of each mesh
using the binding block. en, when the mesh is drawn, the code either binds the VAO
if VAOs are supported, or executes the binding block if VAOs are not supported. e
only case where this becomes more complicated is when there’s a dierent number of
active vertex attribute arrays for dierent meshes—then the code should add disable-
VertexAttribArray calls where appropriate. ...