Destroy the OpenGL Vao and reset the id back to 0. (Calls glDeleteVertexArrays.)
Create the OpenGL Vao, if needed, and bind it. (Calls glBindVertexArray.)
Force the creation of a OpenGL Vao, or do nothing if already created. (Calls glGenVertexArrays.)
Destroy the OpenGL Vao and reset the id back to 0. (Calls glDeleteVertexArrays.)
Disable an attribute. (Calls glDisableVertexAttribArray.)
Check if this Vao is already created in OpenGL.
Add or change an attribute. (Calls glEnableVertexAttribArray and glVertexAttribPointer.)
Check if this Vao is already created in OpenGL.
The id of this Vao, or 0 if it is not yet created in OpenGL.
A vertex attribute object.
This is a wrapper around a GLuint generated by glGenVertexArrays(1, &id). Initially, this id is 0. glGenVertexArrays is automatically called the first time bind() is called.