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  1. POwhy does binding a GL_ELEMENT_ARRAY_BUFFER to 0 produce a memmove error?
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    <p>I had a bug that took me quite some time to fix. I kept getting EXC_BAD_ACCESS and a reference to a memmove error without any further description until I commented the following line: </p> <p>[self loadShaders];</p> <pre><code>glGenVertexArraysOES(1, &amp;_vao); glBindVertexArrayOES(_vao); // Vertex Buffer glGenBuffers(1, &amp;_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(ATTRIB_VERTEX); glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0); glEnableVertexAttribArray(ATTRIB_TEXTURE); glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*) (sizeof(float) * 7)); // Index Buffer glGenBuffers(1, &amp;_indexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Indices), Indices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); ////////// COMMENTED THIS ONE ////////////// //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);// //////////////////////////////////////////// glBindVertexArrayOES(0); </code></pre> <p>I thought binding a buffer to 0 meant unbinding it, so I really cant understand how would that made my app crash.</p> <p>Thanks for the information! I just do not stay with this concern...</p> <p>My structures:</p> <pre><code>const Vertex Vertices[4] = { {{0.75, -1, 0}, {1, 0, 0, 1}, {0.125, 0.833496}}, {{0.75, 1, 0}, {0, 1, 0, 1}, {0.125, 1}}, {{-0.75, 1, 0}, {0, 0, 1, 1}, {0, 1}}, {{-0.75, -1, 0}, {0, 0, 0, 1}, {0, 0.833496}}, }; const GLushort Indices[6] = { 0, 1, 2, 2, 3, 0 }; </code></pre>
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