void bind( InternalFormat internalformat, gl::NamedBuffer buffer, GLintptr offset, GLsizei size ) { glTextureBufferRange(texture_, GLenum(internalformat), GLuint(buffer), GLintptr(offset), GLsizei(size)); }
void BufferTexture::setBufferRangeImplementationDSA(const BufferTextureFormat internalFormat, Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { glTextureBufferRange(id(), GLenum(internalFormat), buffer.id(), offset, size); }