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;
}