func CompressedTexImage3D(target uint32, level int32, internalformat uint32, width int32, height int32, depth int32, border int32, imageSize int32, data unsafe.Pointer) {
	C.glowCompressedTexImage3D(gpCompressedTexImage3D, (C.GLenum)(target), (C.GLint)(level), (C.GLenum)(internalformat), (C.GLsizei)(width), (C.GLsizei)(height), (C.GLsizei)(depth), (C.GLint)(border), (C.GLsizei)(imageSize), data)
}
func CompressedTexImage3D(target uint32, level int32, internalformat uint32, width int32, height int32, depth int32, border int32, imageSize int32, data unsafe.Pointer) {
	C.glowCompressedTexImage3D(gpCompressedTexImage3D, (C.GLenum)(target), (C.GLint)(level), (C.GLenum)(internalformat), (C.GLsizei)(width), (C.GLsizei)(height), (C.GLsizei)(depth), (C.GLint)(border), (C.GLsizei)(imageSize), data)
}
func CompressedTexImage3D ( target uint32 , level int32 , internalformat uint32 , width int32 , height int32 , depth int32 , border int32 , imageSize int32 , data unsafe . Pointer ) { C . glowCompressedTexImage3D ( gpCompressedTexImage3D , ( C . GLenum ) ( target ) , ( C . GLint ) ( level ) , ( C . GLenum ) ( internalformat ) , ( C . GLsizei ) ( width ) , ( C . GLsizei ) ( height ) , ( C . GLsizei ) ( depth ) , ( C . GLint ) ( border ) , ( C . GLsizei ) ( imageSize ) , data ) }
// specify a three-dimensional texture image in a compressed format
specify a three - dimensional texture image in a compressed format