public static void glBindBuffer(int target, int buffer)
    {
        checkContextCompatibility();
        nglBindBuffer(target, WebGLObjectMap.get().toBuffer(buffer));
    }
public static void glBindBuffer ( int target , int buffer ) { checkContextCompatibility ( ) ; nglBindBuffer ( target , WebGLObjectMap . get ( ) . toBuffer ( buffer ) ) ; }
<p>{@code glBindBuffer} binds a buffer object to the specified buffer binding point. Calling {@code glBindBuffer}
with {@code target} set to one of the accepted symbolic constants and {@code buffer} set to the name of a buffer
object binds that buffer object name to the target. If no buffer object with name {@code buffer} exists, one is
created with that name. When a buffer object is bound to a target, the previous binding for that target is
automatically broken.</p>

<p>{@link #GL_INVALID_ENUM} is generated if target is not one of the allowable values.</p>

<p>{@link #GL_INVALID_VALUE} is generated if buffer is not a name previously returned from a call to {@link
#glCreateBuffer()}.

@param target Specifies the target to which the buffer object is bound. The symbolic constant must be {@link
#GL_ARRAY_BUFFER}, {@link #GL_ELEMENT_ARRAY_BUFFER}.
@param buffer Specifies the name of a buffer object.