code: func PrioritizeTextures(n int32, textures *uint32, priorities *float32) {
  	C.glowPrioritizeTextures(gpPrioritizeTextures, (C.GLsizei)(n), (*C.GLuint)(unsafe.Pointer(textures)), (*C.GLfloat)(unsafe.Pointer(priorities)))
  }
docs: // set texture residence priority