int glEnable_bind(lua_State *L) { GLenum cap = luaL_checkinteger(L, 1); glEnable(cap); return 0; } int glEnablei_bind(lua_State *L) { GLenum cap = luaL_checkinteger(L, 1); GLuint index = luaL_checkinteger(L, 2); glEnablei(cap, index); return 0; } int glEnableVertexAttribArray_bind(lua_State *L) { GLuint index = luaL_checkinteger(L, 1); glEnableVertexAttribArray(index); return 0; } int glEndConditionalRender_bind(lua_State *L) { void = get: glEndConditionalRender(void); return 0; } int glEndQuery_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); glEndQuery(target); return 0; } int glEndQueryIndexed_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLuint index = luaL_checkinteger(L, 2); glEndQueryIndexed(target, index); return 0; } int glEndTransformFeedback_bind(lua_State *L) { glEndTransformFeedback(); return 0; }