func BindTextures(first uint32, count int32, textures *uint32) {
	C.glowBindTextures(gpBindTextures, (C.GLuint)(first), (C.GLsizei)(count), (*C.GLuint)(unsafe.Pointer(textures)))
}
func BindTextures(first uint32, count int32, textures *uint32) {
	C.glowBindTextures(gpBindTextures, (C.GLuint)(first), (C.GLsizei)(count), (*C.GLuint)(unsafe.Pointer(textures)))
}
func BindTextures ( first uint32 , count int32 , textures * uint32 ) { C . glowBindTextures ( gpBindTextures , ( C . GLuint ) ( first ) , ( C . GLsizei ) ( count ) , ( * C . GLuint ) ( 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