int glFenceSync_bind(lua_State *L) { GLenum condition = luaL_checkinteger(L, 1); GLbitfield flags = luaL_checkinteger(L, 2); GLsync bind_result = glFenceSync(condition, flags); lua_pushinteger(L, bind_result); return 1; } int glFinish_bind(lua_State *L) { void = get: glFinish(void); return 0; } int glFlush_bind(lua_State *L) { void = get: glFlush(void); return 0; } int glFlushMappedBufferRange_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLintptr offset = luaL_checkinteger(L, 2); GLsizeiptr length = luaL_checkinteger(L, 3); glFlushMappedBufferRange(target, offset, length); return 0; } int glFramebufferRenderbuffer_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum attachment = luaL_checkinteger(L, 2); GLenum renderbuffertarget = luaL_checkinteger(L, 3); GLuint renderbuffer = luaL_checkinteger(L, 4); glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); return 0; } int glFramebufferTexture_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum attachment = luaL_checkinteger(L, 2); GLuint texture = luaL_checkinteger(L, 3); GLint level = luaL_checkinteger(L, 4); glFramebufferTexture(target, attachment, texture, level); return 0; } int glFramebufferTexture1D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum attachment = luaL_checkinteger(L, 2); GLenum textarget = luaL_checkinteger(L, 3); GLuint texture = luaL_checkinteger(L, 4); GLint level = luaL_checkinteger(L, 5); glFramebufferTexture1D(target, attachment, textarget, texture, level); return 0; } int glFramebufferTexture2D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum attachment = luaL_checkinteger(L, 2); GLenum textarget = luaL_checkinteger(L, 3); GLuint texture = luaL_checkinteger(L, 4); GLint level = luaL_checkinteger(L, 5); glFramebufferTexture2D(target, attachment, textarget, texture, level); return 0; } int glFramebufferTexture3D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum attachment = luaL_checkinteger(L, 2); GLenum textarget = luaL_checkinteger(L, 3); GLuint texture = luaL_checkinteger(L, 4); GLint level = luaL_checkinteger(L, 5); GLint layer = luaL_checkinteger(L, 6); glFramebufferTexture3D(target, attachment, textarget, texture, level, layer); return 0; } int glFramebufferTextureLayer_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum attachment = luaL_checkinteger(L, 2); GLuint texture = luaL_checkinteger(L, 3); GLint level = luaL_checkinteger(L, 4); GLint layer = luaL_checkinteger(L, 5); glFramebufferTextureLayer(target, attachment, texture, level, layer); return 0; } int glFrontFace_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); glFrontFace(mode); return 0; }