I guess the topic says it all. I am working on a wrapper which looks very similar to DX11 but uses OpenGL in teh backend instead. I am trying to simulate the Binding system that directX11 uses in OpenGL. Currently the way i am doing it is that if you want to use the same resource for different stages in the pipeline i find myself duplicating the buffers for each Bind instead of reusing the same Index, and whenever one of the index change it updates all the other buffers to match the data in the one that change. I am just posting this to see if anyone might have a better idea on how to approach this, or if this will be even possible under opengl since each resource can only be mapped to an single object type.