code: func TextureStorage1D(texture uint32, levels int32, internalformat uint32, width int32) {
  	C.glowTextureStorage1D(gpTextureStorage1D, (C.GLuint)(texture), (C.GLsizei)(levels), (C.GLenum)(internalformat), (C.GLsizei)(width))
  }
docs: // simultaneously specify storage for all levels of a one-dimensional texture