code: func TextureBufferRange(texture uint32, internalformat uint32, buffer uint32, offset int, size int) {
  	C.glowTextureBufferRange(gpTextureBufferRange, (C.GLuint)(texture), (C.GLenum)(internalformat), (C.GLuint)(buffer), (C.GLintptr)(offset), (C.GLsizeiptr)(size))
  }
docs: // attach a range of a buffer object's data store to a buffer texture object