code: func TexStorage1D(target uint32, levels int32, internalformat uint32, width int32) {
  	C.glowTexStorage1D(gpTexStorage1D, (C.GLenum)(target), (C.GLsizei)(levels), (C.GLenum)(internalformat), (C.GLsizei)(width))
  }
docs: // simultaneously specify storage for all levels of a one-dimensional texture