func GenTextures(n int32, textures *uint32) {
	C.glowGenTextures(gpGenTextures, (C.GLsizei)(n), (*C.GLuint)(unsafe.Pointer(textures)))
}
func GenTextures(n int32, textures *uint32) {
	C.glowGenTextures(gpGenTextures, (C.GLsizei)(n), (*C.GLuint)(unsafe.Pointer(textures)))
}
// generate texture names