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unbind VAO if NULL buffer specified
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@ -260,8 +260,10 @@ bool vertexbuffer_load(device_t device, vertbuffer_t vb)
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return true;
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device->cur_vertex_buffer = vb;
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if (!device->cur_vertex_shader || !vb)
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if (!device->cur_vertex_shader || !vb) {
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gl_bind_vertex_array(0);
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return true;
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}
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if (!load_vb_buffers(device->cur_vertex_shader, vb))
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return false;
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