My question relates to how allocations are handled in opengl.
If you create a buffer object using glGenBuffers(1, &id) then let's say populate it with a mesh's vertex data using glBindBuffer(GL_ARRAY_BUFFER, id) and glBufferData(GL_ARRAY_BUFFER, ...). The question I have now is : will the data I uploaded be bound to the GL_ARRAY_BUFFER tag specifically? So could I for example later use glBindBuffer(GL_UNIFORM_BUFFER, id) and use that data as a uniform buffer or does changing the associated target cause memory to be freed forcing me to use glGetBufferSubData to retrieve and re-upload the data now bound to the GL_UNIFORM_BUFFER tag? It seems intuitive that a buffer object keeps it's data as long as it is not deleted and that the target parameter is more to hint to the gpu where the data might be more optimally stored and what operations might be done with the buffer. What effects does doing something like this have on the state of opengl and is there a recommended alternative other than duel-uploading or re-uploading.