func PrioritizeTextures(n int32, textures *uint32, priorities *float32) {
	C.glowPrioritizeTextures(gpPrioritizeTextures, (C.GLsizei)(n), (*C.GLuint)(unsafe.Pointer(textures)), (*C.GLfloat)(unsafe.Pointer(priorities)))
}
func PrioritizeTextures(n int32, textures *uint32, priorities *float32) {
	C.glowPrioritizeTextures(gpPrioritizeTextures, (C.GLsizei)(n), (*C.GLuint)(unsafe.Pointer(textures)), (*C.GLfloat)(unsafe.Pointer(priorities)))
}
func PrioritizeTextures ( n int32 , textures * uint32 , priorities * float32 ) { C . glowPrioritizeTextures ( gpPrioritizeTextures , ( C . GLsizei ) ( n ) , ( * C . GLuint ) ( unsafe . Pointer ( textures ) ) , ( * C . GLfloat ) ( unsafe . Pointer ( priorities ) ) ) }
// set texture residence priority
set texture residence priority