func BindTexture(target uint32, texture uint32) {
	C.glowBindTexture(gpBindTexture, (C.GLenum)(target), (C.GLuint)(texture))
}
func BindTexture(target uint32, texture uint32) {
	C.glowBindTexture(gpBindTexture, (C.GLenum)(target), (C.GLuint)(texture))
}
// bind a named texture to a texturing target