int glDeleteBuffers_bind(lua_State *L) { GLsizei n = luaL_checkinteger(L, 1); const GLuint * buffers = get: const GLuint * glDeleteBuffers(n, buffers); return 0; } int glDeleteFramebuffers_bind(lua_State *L) { GLsizei n = luaL_checkinteger(L, 1); GLuint * framebuffers = get: GLuint * glDeleteFramebuffers(n, framebuffers); return 0; } int glDeleteProgram_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); glDeleteProgram(program); return 0; } int glDeleteProgramPipelines_bind(lua_State *L) { GLsizei n = luaL_checkinteger(L, 1); const GLuint * pipelines = get: const GLuint * glDeleteProgramPipelines(n, pipelines); return 0; } int glDeleteQueries_bind(lua_State *L) { GLsizei n = luaL_checkinteger(L, 1); const GLuint * ids = get: const GLuint * glDeleteQueries(n, ids); return 0; } int glDeleteRenderbuffers_bind(lua_State *L) { GLsizei n = luaL_checkinteger(L, 1); GLuint * renderbuffers = get: GLuint * glDeleteRenderbuffers(n, renderbuffers); return 0; } int glDeleteSamplers_bind(lua_State *L) { GLsizei n = luaL_checkinteger(L, 1); const GLuint * samplers = get: const GLuint * glDeleteSamplers(n, samplers); return 0; } int glDeleteShader_bind(lua_State *L) { GLuint shader = luaL_checkinteger(L, 1); glDeleteShader(shader); return 0; } int glDeleteSync_bind(lua_State *L) { GLsync sync = luaL_checkinteger(L, 1); glDeleteSync(sync); return 0; } int glDeleteTextures_bind(lua_State *L) { GLsizei n = luaL_checkinteger(L, 1); const GLuint * textures = get: const GLuint * glDeleteTextures(n, textures); return 0; } int glDeleteTransformFeedbacks_bind(lua_State *L) { GLsizei n = luaL_checkinteger(L, 1); const GLuint * ids = get: const GLuint * glDeleteTransformFeedbacks(n, ids); return 0; } int glDeleteVertexArrays_bind(lua_State *L) { GLsizei n = luaL_checkinteger(L, 1); const GLuint * arrays = get: const GLuint * glDeleteVertexArrays(n, arrays); return 0; } int glDepthFunc_bind(lua_State *L) { GLenum func = luaL_checkinteger(L, 1); glDepthFunc(func); return 0; } int glDepthMask_bind(lua_State *L) { GLboolean flag = get: GLboolean glDepthMask(flag); return 0; } int glDepthRange_bind(lua_State *L) { GLdouble nearVal = luaL_checknumber(L, 1); GLdouble farVal = luaL_checknumber(L, 2); glDepthRange(nearVal, farVal); return 0; } int glDepthRangef_bind(lua_State *L) { GLfloat nearVal = luaL_checknumber(L, 1); GLfloat farVal = luaL_checknumber(L, 2); glDepthRangef(nearVal, farVal); return 0; } int glDepthRangeArrayv_bind(lua_State *L) { GLuint first = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLdouble * v = get: const GLdouble * glDepthRangeArrayv(first, count, v); return 0; } int glDepthRangeIndexed_bind(lua_State *L) { GLuint index = luaL_checkinteger(L, 1); GLdouble nearVal = luaL_checknumber(L, 2); GLdouble farVal = luaL_checknumber(L, 3); glDepthRangeIndexed(index, nearVal, farVal); return 0; } int glDetachShader_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLuint shader = luaL_checkinteger(L, 2); glDetachShader(program, shader); return 0; } int glDisable_bind(lua_State *L) { GLenum cap = luaL_checkinteger(L, 1); glDisable(cap); return 0; } int glDisablei_bind(lua_State *L) { GLenum cap = luaL_checkinteger(L, 1); GLuint index = luaL_checkinteger(L, 2); glDisablei(cap, index); return 0; } int glDisableVertexAttribArray_bind(lua_State *L) { GLuint index = luaL_checkinteger(L, 1); glDisableVertexAttribArray(index); return 0; } int glDrawArrays_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); GLint first = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); glDrawArrays(mode, first, count); return 0; } int glDrawArraysIndirect_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); const void * indirect = get: const void * glDrawArraysIndirect(mode, indirect); return 0; } int glDrawArraysInstanced_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); GLint first = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); GLsizei instancecount = luaL_checkinteger(L, 4); glDrawArraysInstanced(mode, first, count, instancecount); return 0; } int glDrawBuffer_bind(lua_State *L) { GLenum buf = luaL_checkinteger(L, 1); glDrawBuffer(buf); return 0; } int glDrawBuffers_bind(lua_State *L) { GLsizei n = luaL_checkinteger(L, 1); const GLenum * bufs = get: const GLenum * glDrawBuffers(n, bufs); return 0; } int glDrawElements_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); GLenum type = luaL_checkinteger(L, 3); const void * indices = get: const void * glDrawElements(mode, count, type, indices); return 0; } int glDrawElementsBaseVertex_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); GLenum type = luaL_checkinteger(L, 3); void * indices = get: void * GLint basevertex = luaL_checkinteger(L, 5); glDrawElementsBaseVertex(mode, count, type, indices, basevertex); return 0; } int glDrawElementsIndirect_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); GLenum type = luaL_checkinteger(L, 2); const void * indirect = get: const void * glDrawElementsIndirect(mode, type, indirect); return 0; } int glDrawElementsInstanced_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); GLenum type = luaL_checkinteger(L, 3); const void * indices = get: const void * GLsizei instancecount = luaL_checkinteger(L, 5); glDrawElementsInstanced(mode, count, type, indices, instancecount); return 0; } int glDrawRangeElements_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); GLuint start = luaL_checkinteger(L, 2); GLuint end = luaL_checkinteger(L, 3); GLsizei count = luaL_checkinteger(L, 4); GLenum type = luaL_checkinteger(L, 5); const void * indices = get: const void * glDrawRangeElements(mode, start, end, count, type, indices); return 0; } int glDrawRangeElementsBaseVertex_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); GLuint start = luaL_checkinteger(L, 2); GLuint end = luaL_checkinteger(L, 3); GLsizei count = luaL_checkinteger(L, 4); GLenum type = luaL_checkinteger(L, 5); void * indices = get: void * GLint basevertex = luaL_checkinteger(L, 7); glDrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex); return 0; } int glDrawTransformFeedback_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); GLuint id = luaL_checkinteger(L, 2); glDrawTransformFeedback(mode, id); return 0; } int glDrawTransformFeedbackStream_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); GLuint id = luaL_checkinteger(L, 2); GLuint stream = luaL_checkinteger(L, 3); glDrawTransformFeedbackStream(mode, id, stream); return 0; }