func VertexArrayVertexBuffers(vaobj uint32, first uint32, count int32, buffers *uint32, offsets *int, strides *int32) {
	C.glowVertexArrayVertexBuffers(gpVertexArrayVertexBuffers, (C.GLuint)(vaobj), (C.GLuint)(first), (C.GLsizei)(count), (*C.GLuint)(unsafe.Pointer(buffers)), (*C.GLintptr)(unsafe.Pointer(offsets)), (*C.GLsizei)(unsafe.Pointer(strides)))
}
func VertexArrayVertexBuffers(vaobj uint32, first uint32, count int32, buffers *uint32, offsets *int, strides *int32) {
	C.glowVertexArrayVertexBuffers(gpVertexArrayVertexBuffers, (C.GLuint)(vaobj), (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