func BindVertexBuffers(first uint32, count int32, buffers *uint32, offsets *int, strides *int32) {
	C.glowBindVertexBuffers(gpBindVertexBuffers, (C.GLuint)(first), (C.GLsizei)(count), (*C.GLuint)(unsafe.Pointer(buffers)), (*C.GLintptr)(unsafe.Pointer(offsets)), (*C.GLsizei)(unsafe.Pointer(strides)))
}
func BindVertexBuffers(first uint32, count int32, buffers *uint32, offsets *int, strides *int32) {
	C.glowBindVertexBuffers(gpBindVertexBuffers, (C.GLuint)(first), (C.GLsizei)(count), (*C.GLuint)(unsafe.Pointer(buffers)), (*C.GLintptr)(unsafe.Pointer(offsets)), (*C.GLsizei)(unsafe.Pointer(strides)))
}
func BindVertexBuffers ( first uint32 , count int32 , buffers * uint32 , offsets * int , strides * int32 ) { C . glowBindVertexBuffers ( gpBindVertexBuffers , ( C . GLuint ) ( first ) , ( C . GLsizei ) ( count ) , ( * C . GLuint ) ( unsafe . Pointer ( buffers ) ) , ( * C . GLintptr ) ( unsafe . Pointer ( offsets ) ) , ( * C . GLsizei ) ( unsafe . Pointer ( strides ) ) ) }
// attach multiple buffer objects to a vertex array object
attach multiple buffer objects to a vertex array object