Examples: OpenGL3: Trying to make the call to glBindSampler optional to make the example code easier to use/share with different context version. (#1806)
glBindSampler(0,0);// Rely on combined texture/sampler state.
if(glBindSampler)glBindSampler(0,0);// We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
// Recreate the VAO every time
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
glBindSampler(0,0);// Rely on combined texture/sampler state.
if(glBindSampler)glBindSampler(0,0);// We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
// Recreate the VAO every time
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)