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)
}