I am creating a UBO.
glGenBuffers(1, &uboMatrices);
glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
glBufferData(GL_UNIFORM_BUFFER, 2 * sizeof(glm::mat4), NULL, GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferRange(GL_UNIFORM_BUFFER, 0, uboMatrices, 0, 2 * sizeof(glm::mat4));
Updating the Data
glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), glm::value_ptr(projection));
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), sizeof(glm::mat4), glm::value_ptr(view));
glBindBuffer(GL_UNIFORM_BUFFER, 0);
Is it Necessary to do this step ?
unsigned int uniformIndexMyShader1 = glGetUniformBlockIndex(MyShader1.ID, "Matrices");
glUniformBlockBinding(MyShader1.ID, uniformIndexMyShader1, 0);
Without this also all of the shaders are getting updated with the Projection and view matrices.