func TextureStorage3D(texture uint32, levels int32, internalformat uint32, width int32, height int32, depth int32) {
	C.glowTextureStorage3D(gpTextureStorage3D, (C.GLuint)(texture), (C.GLsizei)(levels), (C.GLenum)(internalformat), (C.GLsizei)(width), (C.GLsizei)(height), (C.GLsizei)(depth))
}
func TextureStorage3D(texture uint32, levels int32, internalformat uint32, width int32, height int32, depth int32) {
	C.glowTextureStorage3D(gpTextureStorage3D, (C.GLuint)(texture), (C.GLsizei)(levels), (C.GLenum)(internalformat), (C.GLsizei)(width), (C.GLsizei)(height), (C.GLsizei)(depth))
}
// simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture