func PrioritizeTextures(n int32, textures *uint32, priorities *float32) {
	syscall.Syscall(gpPrioritizeTextures, 3, uintptr(n), uintptr(unsafe.Pointer(textures)), uintptr(unsafe.Pointer(priorities)))
}
func PrioritizeTextures(n int32, textures *uint32, priorities *float32) {
	syscall.Syscall(gpPrioritizeTextures, 3, uintptr(n), uintptr(unsafe.Pointer(textures)), uintptr(unsafe.Pointer(priorities)))
}
// set texture residence priority