No I can’t send suggestion
But would be cool If I can bind single buffer to multiple binding with one commands. This really need for my C++ wrapper. Corrected suggestion.
The closest is glBindBuffersBase() and glBindBuffersRange(), which can bind to a contiguous sequence of binding points for a single target (uniform, shader storage, atomic counter or transform feedback). If you have several different targets or the binding points aren’t contiguous, then you’ll need multiple calls.
Buffers for attribute arrays are stored in the VAO and bound with glBindVertexBuffers() or glVertexArrayVertexBuffers().
It might be useful to have a container (similar to VAOs) for buffer state, but currently no such thing exists.