code: func CompressedTexSubImage1D(target uint32, level int32, xoffset int32, width int32, format uint32, imageSize int32, data unsafe.Pointer) {
  	C.glowCompressedTexSubImage1D(gpCompressedTexSubImage1D, (C.GLenum)(target), (C.GLint)(level), (C.GLint)(xoffset), (C.GLsizei)(width), (C.GLenum)(format), (C.GLsizei)(imageSize), data)
  }
docs: // specify a one-dimensional texture subimage in a compressed     format