code: func DepthRangeIndexed(index uint32, n float64, f float64) {
  	C.glowDepthRangeIndexed(gpDepthRangeIndexed, (C.GLuint)(index), (C.GLdouble)(n), (C.GLdouble)(f))
  }
docs: // specify mapping of depth values from normalized device coordinates to window coordinates for a specified viewport