public void LockRange(int _lockBeginBytes, int _lockLength)
		{
			var newRange = new BufferRange{ mStartOffset = _lockBeginBytes, mLength = _lockLength };
			IntPtr syncName = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, 0);
			var newLock = new BufferLock{mRange= newRange, mSyncObj = syncName };

			mBufferLocks.Add(newLock);
		}
		private void cleanup(BufferLock _bufferLock)
		{
			GL.DeleteSync(_bufferLock.mSyncObj);
		}