I'm writing a game in an engine of my own design. Very occasionally, and without much cause, when I come to render the post processing result to a quad, the glBindVertexArrays crashes. It actually doesn't crash on that thread, it crashes in the nVidia GPU thread on an instruction called "INT E29".. I don't know machine code very well. Anyway reading up about this, it looks like it could be something to do with putting the wrong stuff in VAOs but when this crash happens I will have rendered it for a good minute at 400+ fps already, and the VAO wouldn't ever been called other than on initialisation. Any ideas?