func (self *Texture) Unbind(i int) { gl.ActiveTexture(gl.GLenum(gl.TEXTURE0 + i)) gl.BindTexture(gl.TEXTURE_2D, 0) }
func (self *Texture) Bind(i int) { gl.ActiveTexture(gl.GLenum(gl.TEXTURE0 + i)) self.tex.Bind(gl.TEXTURE_2D) }