@Override public void unbind(final ShaderProgram shader, final int[] locations) { final GL20 gl = Gdx.gl20; final int numAttributes = attributes.size(); if (locations == null) { for (int i = 0; i < numAttributes; i++) { shader.disableVertexAttribute(attributes.get(i).alias); } } else { for (int i = 0; i < numAttributes; i++) { final int location = locations[i]; if (location >= 0) { shader.disableVertexAttribute(location); } } } gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0); isBound = false; }