What the docs don’t tell you about glDrawArrays
A classic case of spending a day’s worth of work on a bugfix, resulting in a single changed line of code.
What they don’t tell you in any of the related docs for glDrawArrays is that if you are using VBOs and are not resetting the buffers, geometry drawn with glDrawArrays will be draw corrupted.
Fortunately there is a solution – they need to be set to zero with glBindBuffer(GL_ARRAY_BUFFER, 0);
