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