Vbo memory leak
glMapBuffer returns not real vbo. As a result game freezes and i have memory leak with vbo. Im not sure, but...
Yes, glMapBuffer never return a real VBO, because OpenGL VBO can be read back were GLES cannot. Real VBO are still used under the hood.
Not sure what the issue is, but that point (glMapBuffer not returning a real VBO) is normal. I have tried many games that used VBO, and all seems to works now. But there is maybe a bug.
Crashing after that commit: https://github.com/ptitSeb/gl4es/commit/0b173f318dd8a0a4232300cb5264487fb7d17415
crashing were, how. Can you be more specific? I don't have crash on my side, everything works fine, so it's difficult to fix anything with no info.
This is gl4es. Renamed.

Yeah, I recognise function names.
Can you build with "-g" so the backtrace have lines numbers? That would help a bit, next time (not needed now, line number will not really help much).
From what I understand, the bind is not done before the drawing, on a "glDrawRangeElements". I'll try to see how this can go wrong in this case.