func BindTextures(first uint32, count int32, textures *uint32) {
	syscall.Syscall(gpBindTextures, 3, uintptr(first), uintptr(count), uintptr(unsafe.Pointer(textures)))
}
func BindTextures(first uint32, count int32, textures *uint32) {
	syscall.Syscall(gpBindTextures, 3, uintptr(first), uintptr(count), uintptr(unsafe.Pointer(textures)))
}
// bind one or more named textures to a sequence of consecutive texture units