func (texture *Texture) GL_UnbindTexture() error { _ret := C.SDL_GL_UnbindTexture(texture.cptr()) if _ret < 0 { return GetError() } return nil }
func (texture *Texture) GL_UnbindTexture() int { _texture := (*C.SDL_Texture)(unsafe.Pointer(texture)) return (int)(C.SDL_GL_UnbindTexture(_texture)) }
func (t *Texture) Unbind() bool { return int(C.SDL_GL_UnbindTexture(t.cTexture)) == 0 }
func (texture *Texture) GL_UnbindTexture() int { return int(C.SDL_GL_UnbindTexture(texture.cptr())) }