So my attributearray drawing method looks like this:
I have a function that enables all my attributes (glEnableVertexAttribArray for each attributeLocation)
Then I use glBindBuffer to bind the VBO
After that I call glVertexAttribPointer(…)
And last but no least I use a method to disable all attributes with glDisableVertexAttribArray
When I don’t use the last step I have great performance and everything seems to work just fine.
But when I do (and everyone online and every book tells me to do so) my performance decreases dramatically over time.
It seems to be necessary… am I doing something wrong?