code: func BindBuffersRange(target uint32, first uint32, count int32, buffers *uint32, offsets *int, sizes *int) {
  	C.glowBindBuffersRange(gpBindBuffersRange, (C.GLenum)(target), (C.GLuint)(first), (C.GLsizei)(count), (*C.GLuint)(unsafe.Pointer(buffers)), (*C.GLintptr)(unsafe.Pointer(offsets)), (*C.GLsizeiptr)(unsafe.Pointer(sizes)))
  }
docs: // bind ranges of one or more buffer objects to a sequence of indexed buffer targets