gl: Only unbind buffers/vertex attrib arrays if we can't directly bind the vertex array to 0
(updated title to match actual commit in the end)
That is, first disable the vertex arrays, then bind the buffers to 0 and only then bind the vertex array to 0 instead of the other way around.
In the previous order older versions of the Intel GL driver caused errors to be printed for every single call when disabling the vertex arrays.
CC @ystreet
Edited by Tim-Philipp Müller