int glIsBuffer_bind(lua_State *L) { GLuint buffer = luaL_checkinteger(L, 1); GLboolean bind_result = glIsBuffer(buffer); /* push result */ return /* count */; } int glIsEnabled_bind(lua_State *L) { GLenum cap = luaL_checkinteger(L, 1); GLboolean bind_result = glIsEnabled(cap); /* push result */ return /* count */; } int glIsEnabledi_bind(lua_State *L) { GLenum cap = luaL_checkinteger(L, 1); GLuint index = luaL_checkinteger(L, 2); GLboolean bind_result = glIsEnabledi(cap, index); /* push result */ return /* count */; } int glIsFramebuffer_bind(lua_State *L) { GLuint framebuffer = luaL_checkinteger(L, 1); GLboolean bind_result = glIsFramebuffer(framebuffer); /* push result */ return /* count */; } int glIsProgram_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLboolean bind_result = glIsProgram(program); /* push result */ return /* count */; } int glIsProgramPipeline_bind(lua_State *L) { GLuint pipeline = luaL_checkinteger(L, 1); GLboolean bind_result = glIsProgramPipeline(pipeline); /* push result */ return /* count */; } int glIsQuery_bind(lua_State *L) { GLuint id = luaL_checkinteger(L, 1); GLboolean bind_result = glIsQuery(id); /* push result */ return /* count */; } int glIsRenderbuffer_bind(lua_State *L) { GLuint renderbuffer = luaL_checkinteger(L, 1); GLboolean bind_result = glIsRenderbuffer(renderbuffer); /* push result */ return /* count */; } int glIsSampler_bind(lua_State *L) { GLuint id = luaL_checkinteger(L, 1); GLboolean bind_result = glIsSampler(id); /* push result */ return /* count */; } int glIsShader_bind(lua_State *L) { GLuint shader = luaL_checkinteger(L, 1); GLboolean bind_result = glIsShader(shader); /* push result */ return /* count */; } int glIsSync_bind(lua_State *L) { GLsync sync = luaL_checkinteger(L, 1); GLboolean bind_result = glIsSync(sync); /* push result */ return /* count */; } int glIsTexture_bind(lua_State *L) { GLuint texture = luaL_checkinteger(L, 1); GLboolean bind_result = glIsTexture(texture); /* push result */ return /* count */; } int glIsTransformFeedback_bind(lua_State *L) { GLuint id = luaL_checkinteger(L, 1); GLboolean bind_result = glIsTransformFeedback(id); /* push result */ return /* count */; } int glIsVertexArray_bind(lua_State *L) { GLuint array = luaL_checkinteger(L, 1); GLboolean bind_result = glIsVertexArray(array); /* push result */ return /* count */; }