While debugging my glsl importer that was using a tightly packed buffer, i found out that, in contrast to other api calls;
glvertexarrayvertexbuffer (/glBindVertexBuffer()) does not assume a stride of 0 to refer to tightly packed buffers. Instead it literally seems to take a stride of 0 and repeats the first element.
Is there any reason for this or is this an oversight? Due to this it seems i cannot reuse the same binding for different attributes using the same buffer, as their tight packing can entail different strides due to their size differences.
Apologies if i missed anything.