if(glBindSampler)glBindSampler(0,0);// We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#ifdef GL_SAMPLER_BINDING
glBindSampler(0,0);// We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif
// 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.)