A VAO is an object that stores vertex bindings. This means that when you call glVertexAttribPointer and friends to describe your vertex format that format information gets stored into the currently bound VAO. And when you draw it will use the vertex bindings in the currently bound VAO. Pretending it replays the binding calls is misleading.
But then what is a VAO? My current understanding is that they are magical "boxes" that somehow store machine state information for a set of VBO's, but what are they actually? Because for example, as far as I know, you MUST bind the VBO's under a VAO to get rendering output, if you just bind the VAO you won't get outpt, so what is their purpouse?
What is an OpenGL VAO in a nutshell? - Computer Graphics Stack Exchange
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