Otherwise buffer updates could inadvertently affect the last used vertex
array.
glDrawElements(GL_TRIANGLE_STRIP, monitor->nelements, GL_UNSIGNED_SHORT, NULL);
}
glDrawElements(GL_TRIANGLE_STRIP, monitor->nelements, GL_UNSIGNED_SHORT, NULL);
}
+ glBindVertexArray(0);
+
glXSwapBuffers(compositor->display, screen->glx_window);
screen->dirty = 0;
glXSwapBuffers(compositor->display, screen->glx_window);
screen->dirty = 0;