code: func AreTexturesResident(n int32, textures *uint32, residences *bool) bool {
  	ret := C.glowAreTexturesResident(gpAreTexturesResident, (C.GLsizei)(n), (*C.GLuint)(unsafe.Pointer(textures)), (*C.GLboolean)(unsafe.Pointer(residences)))
  	return ret == TRUE
  }
docs: // determine if textures are loaded in texture memory