func BindImageTextures(first uint32, count int32, textures *uint32) {
	C.glowBindImageTextures(gpBindImageTextures, (C.GLuint)(first), (C.GLsizei)(count), (*C.GLuint)(unsafe.Pointer(textures)))
}
func BindImageTextures(first uint32, count int32, textures *uint32) {
	C.glowBindImageTextures(gpBindImageTextures, (C.GLuint)(first), (C.GLsizei)(count), (*C.GLuint)(unsafe.Pointer(textures)))
}
func BindImageTextures ( first uint32 , count int32 , textures * uint32 ) { C . glowBindImageTextures ( gpBindImageTextures , ( C . GLuint ) ( first ) , ( C . GLsizei ) ( count ) , ( * C . GLuint ) ( unsafe . Pointer ( textures ) ) ) }
// bind one or more named texture images to a sequence of consecutive image units
bind one or more named texture images to a sequence of consecutive image units