#include "FFGLScopedVAOBinding.h" namespace ffglex { ScopedVAOBinding::ScopedVAOBinding( GLuint vaoID ) : isBound( true ) { glBindVertexArray( vaoID ); } ScopedVAOBinding::~ScopedVAOBinding() { EndScope(); } void ScopedVAOBinding::EndScope() { if( isBound ) { glBindVertexArray( 0 ); isBound = false; } } }//End namespace ffglex