It seems cleaner to me to unbind using glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
and/or glBindBuffer(GL_ARRAY_BUFFER, 0)
at the end of a given draw call. I like being sure that nothing is bound that should not be; however, is there much of a performance hit to this?
Would anyone consider doing it the "clean" way to be at all useful? Or should I just go down the fast & sloppy route?
(Yes, I'm aware that the bound buffer object will be replaced by the next buffer object to be bound on that target, anyway -- whether in this or the next render update. And yes, I could do performance tests. But a quick human response would be nice.)