int glMapBuffer_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum access = luaL_checkinteger(L, 2); void * bind_result = glMapBuffer(target, access); /* push result */ return /* count */; } int glMapBufferRange_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLintptr offset = luaL_checkinteger(L, 2); GLsizeiptr length = luaL_checkinteger(L, 3); GLbitfield access = luaL_checkinteger(L, 4); void * bind_result = glMapBufferRange(target, offset, length, access); /* push result */ return /* count */; } int glMinSampleShading_bind(lua_State *L) { GLfloat value = luaL_checknumber(L, 1); glMinSampleShading(value); return 0; } int glMultiDrawArrays_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); const GLint * first = get: const GLint * const GLsizei * count = get: const GLsizei * GLsizei drawcount = luaL_checkinteger(L, 4); glMultiDrawArrays(mode, first, count, drawcount); return 0; } int glMultiDrawElements_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); const GLsizei * count = get: const GLsizei * GLenum type = luaL_checkinteger(L, 3); const void * const * indices = get: const void * const * GLsizei drawcount = luaL_checkinteger(L, 5); glMultiDrawElements(mode, count, type, indices, drawcount); return 0; } int glMultiDrawElementsBaseVertex_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); const GLsizei * count = get: const GLsizei * GLenum type = luaL_checkinteger(L, 3); const void * const * indices = get: const void * const * GLsizei drawcount = luaL_checkinteger(L, 5); const GLint * basevertex = get: const GLint * glMultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex); return 0; }