func AreTexturesResident(n int32, textures *uint32, residences *bool) bool {
	ret, _, _ := syscall.Syscall(gpAreTexturesResident, 3, uintptr(n), uintptr(unsafe.Pointer(textures)), uintptr(unsafe.Pointer(residences)))
	return ret != 0
}
func AreTexturesResident(n int32, textures *uint32, residences *bool) bool {
	ret, _, _ := syscall.Syscall(gpAreTexturesResident, 3, uintptr(n), uintptr(unsafe.Pointer(textures)), uintptr(unsafe.Pointer(residences)))
	return ret != 0
}
// determine if textures are loaded in texture memory