Are there critical performance differences between
GLuint vao[2];
glGenVertexArrays(2, &vao);
// and
GLuint vao1[1], vao2[1];
glGenVertexArrays(1, &vao1);
glGenVertexArrays(1, &vao2);
I think of course latter one would have bad performance but due to my shallow understanding, I don't know how much would it be and why it's bad.
Not knowing how much vao the program will hold and be generating, is the latter one proper way to generate new VAO, keep generating size-one buffer? (ex: in the constructer of class)
GLuint vao1, vao2;glGenVertexArrays(1, &vao1);glGenVertexArrays(1, &vao2);?