func BindTextures(first uint32, count int32, textures *uint32) {
	syscall.Syscall(gpBindTextures, 3, uintptr(first), uintptr(count), uintptr(unsafe.Pointer(textures)))
}
func BindTextures(first uint32, count int32, textures *uint32) {
	syscall.Syscall(gpBindTextures, 3, uintptr(first), uintptr(count), uintptr(unsafe.Pointer(textures)))
}
func BindTextures ( first uint32 , count int32 , textures * uint32 ) { syscall . Syscall ( gpBindTextures , 3 , uintptr ( first ) , uintptr ( count ) , uintptr ( unsafe . Pointer ( textures ) ) ) }
// bind one or more named textures to a sequence of consecutive texture units
bind one or more named textures to a sequence of consecutive texture units