I'm reading through the OpenGL docummentation for version 3.3 core. I'm having issues understanding proper buffer deletion.
ATM i have an object that loads itself into OpenGL memory in the constructor and only exposes a VAO with the attribute pointers and a bound element array ready for rendering. When it stops existing it deletes all the buffers and sets pointers to NULL.
How do i properly delete OpenGL data? I'm going to assume that the object doesn't stop existing while it's being rendered. Do i have to do something more than just delete the VAO and then delete the buffer objects? Does that leave anything out? Should i bind the VAO disable the attributes, unbind it and then delete it?