code: func CompressedTextureSubImage1D(texture uint32, level int32, xoffset int32, width int32, format uint32, imageSize int32, data unsafe.Pointer) {
  	C.glowCompressedTextureSubImage1D(gpCompressedTextureSubImage1D, (C.GLuint)(texture), (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