Hi
How can I access a particular buffer at a specific sub-binding for GL_SHADER_STORAGE_BUFFER when doing a map out?
For example, in the example below, there is no place to specify the sub-binding.
char* output=(char *)glMapBuffer(GL_SHADER_STORAGE_BUFFER,GL_READ_ONLY);
If my shader storage buffer had two buffers associated with it at two different binding point, how could I just map out the buffer at sub-binding point 1?
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, shader_buffer[0]);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, shader_buffer[1]);