Uniform buffer objects

[QUOTE=john_connor;1286845]you could post the shader code, for example
binding UBO to certain binding points should be done once, when you initialize your app, the content of the UBO can be updated (orphaning, mapping, … however) without binding it again to the binding point
[/QUOTE]

I tried removing binding but didn’t help. here is my shader code


#define MVP_OFFSET 0
#define VIEW_OFFSET 1
Uniform TransformUBO{
mat4 matirces[1000];
};
Uniform int index;
 
Mat4 view_matrix = matrices[index+VIEW_OFFSET];