title: Is ordering between glUniformBlockBinding and glBindBufferBase important?
body: <p>When using UBOs, we bind a uniform block to a binding point. Then we also bind the UBO to the same binding point:
  something like:</p>
  
  <pre><code>glUseProgram(ProgramName);
  glUniformBlockBinding(ProgramName, uniformLocation, bindingPoint);
  glBindBufferBase(GL_UNIFORM_BUFFER, bindingPoint, bufId);
  </code></pre>
  
  <p>I have 2 questions on this:</p>
  
  <ol>
  <li>should I specify glUniformBlockBinding first or glBindBufferBase or the order doesn't matter?</li>
  <li>If my understanding is correct, then glBindBufferBase must be called only after we have updated the UBO with data. If this is correct then this answers my first question.</li>
  </ol>