func getEnum(enum gl.GLenum) gl.GLenum { i, _, _, _ := gl.GetInteger4(gl.TEXTURE_BINDING_2D) return gl.GLenum(i) }
func LoadTextureWatched(filename string, target gl.GLenum) { i, _, _, _ := gl.GetInteger4(BindingMap[target]) Manage(&textureManager{gl.Texture(i), target}, filename) LoadTexture(filename, target) }