code: func CompressedTexImage1D(target uint32, level int32, internalformat uint32, width int32, border int32, imageSize int32, data unsafe.Pointer) {
  	C.glowCompressedTexImage1D(gpCompressedTexImage1D, (C.GLenum)(target), (C.GLint)(level), (C.GLenum)(internalformat), (C.GLsizei)(width), (C.GLint)(border), (C.GLsizei)(imageSize), data)
  }
docs: // specify a one-dimensional texture image in a compressed format