Hi, Julien! Now It works, but IMHO it's not optimal. I tested in in compatible and core contexts. Also in core Opengl 3.2+ and OpenglES3.0 contexts we can avoid of extensions->glBindVertexArray(0); because you don't need it. In my example with two primitive sets you create two VAO and binds the same VBO and EBO but here is we can do it easier bin only one VAO and make two calls on drawelements. Another option to draw all identical primitiveset in one geometry is using PrimitiveRestartIndex. We already merge all elements to one EBO and can draw it in one call with help of primitiverestart. Thank you! Cheers, Roman
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