int glPatchParameteri_bind(lua_State *L) { GLenum pname = luaL_checkinteger(L, 1); GLint value = luaL_checkinteger(L, 2); glPatchParameteri(pname, value); return 0; } int glPatchParameterfv_bind(lua_State *L) { GLenum pname = luaL_checkinteger(L, 1); const GLfloat * values = get: const GLfloat * glPatchParameterfv(pname, values); return 0; } int glPauseTransformFeedback_bind(lua_State *L) { void = get: glPauseTransformFeedback(void); return 0; } int glPixelStoref_bind(lua_State *L) { GLenum pname = luaL_checkinteger(L, 1); GLfloat param = luaL_checknumber(L, 2); glPixelStoref(pname, param); return 0; } int glPixelStorei_bind(lua_State *L) { GLenum pname = luaL_checkinteger(L, 1); GLint param = luaL_checkinteger(L, 2); glPixelStorei(pname, param); return 0; } int glPointParameterf_bind(lua_State *L) { GLenum pname = luaL_checkinteger(L, 1); GLfloat param = luaL_checknumber(L, 2); glPointParameterf(pname, param); return 0; } int glPointParameteri_bind(lua_State *L) { GLenum pname = luaL_checkinteger(L, 1); GLint param = luaL_checkinteger(L, 2); glPointParameteri(pname, param); return 0; } int glPointParameterfv_bind(lua_State *L) { GLenum pname = luaL_checkinteger(L, 1); const GLfloat * params = get: const GLfloat * glPointParameterfv(pname, params); return 0; } int glPointParameteriv_bind(lua_State *L) { GLenum pname = luaL_checkinteger(L, 1); const GLint * params = get: const GLint * glPointParameteriv(pname, params); return 0; } int glPointSize_bind(lua_State *L) { GLfloat size = luaL_checknumber(L, 1); glPointSize(size); return 0; } int glPolygonMode_bind(lua_State *L) { GLenum face = luaL_checkinteger(L, 1); GLenum mode = luaL_checkinteger(L, 2); glPolygonMode(face, mode); return 0; } int glPolygonOffset_bind(lua_State *L) { GLfloat factor = luaL_checknumber(L, 1); GLfloat units = luaL_checknumber(L, 2); glPolygonOffset(factor, units); return 0; } int glPrimitiveRestartIndex_bind(lua_State *L) { GLuint index = luaL_checkinteger(L, 1); glPrimitiveRestartIndex(index); return 0; } int glProgramBinary_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLenum binaryFormat = luaL_checkinteger(L, 2); const void * binary = get: const void * GLsizei length = luaL_checkinteger(L, 4); glProgramBinary(program, binaryFormat, binary, length); return 0; } int glProgramParameteri_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLenum pname = luaL_checkinteger(L, 2); GLint value = luaL_checkinteger(L, 3); glProgramParameteri(program, pname, value); return 0; } int glProgramUniform1f_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLfloat v0 = luaL_checknumber(L, 3); glProgramUniform1f(program, location, v0); return 0; } int glProgramUniform2f_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLfloat v0 = luaL_checknumber(L, 3); GLfloat v1 = luaL_checknumber(L, 4); glProgramUniform2f(program, location, v0, v1); return 0; } int glProgramUniform3f_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLfloat v0 = luaL_checknumber(L, 3); GLfloat v1 = luaL_checknumber(L, 4); GLfloat v2 = luaL_checknumber(L, 5); glProgramUniform3f(program, location, v0, v1, v2); return 0; } int glProgramUniform4f_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLfloat v0 = luaL_checknumber(L, 3); GLfloat v1 = luaL_checknumber(L, 4); GLfloat v2 = luaL_checknumber(L, 5); GLfloat v3 = luaL_checknumber(L, 6); glProgramUniform4f(program, location, v0, v1, v2, v3); return 0; } int glProgramUniform1i_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLint v0 = luaL_checkinteger(L, 3); glProgramUniform1i(program, location, v0); return 0; } int glProgramUniform2i_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLint v0 = luaL_checkinteger(L, 3); GLint v1 = luaL_checkinteger(L, 4); glProgramUniform2i(program, location, v0, v1); return 0; } int glProgramUniform3i_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLint v0 = luaL_checkinteger(L, 3); GLint v1 = luaL_checkinteger(L, 4); GLint v2 = luaL_checkinteger(L, 5); glProgramUniform3i(program, location, v0, v1, v2); return 0; } int glProgramUniform4i_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLint v0 = luaL_checkinteger(L, 3); GLint v1 = luaL_checkinteger(L, 4); GLint v2 = luaL_checkinteger(L, 5); GLint v3 = luaL_checkinteger(L, 6); glProgramUniform4i(program, location, v0, v1, v2, v3); return 0; } int glProgramUniform1ui_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLuint v0 = luaL_checkinteger(L, 3); glProgramUniform1ui(program, location, v0); return 0; } int glProgramUniform2ui_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLuint v0 = luaL_checkinteger(L, 3); GLuint v1 = luaL_checkinteger(L, 4); glProgramUniform2ui(program, location, v0, v1); return 0; } int glProgramUniform3ui_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLuint v0 = luaL_checkinteger(L, 3); GLuint v1 = luaL_checkinteger(L, 4); GLuint v2 = luaL_checkinteger(L, 5); glProgramUniform3ui(program, location, v0, v1, v2); return 0; } int glProgramUniform4ui_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLuint v0 = luaL_checkinteger(L, 3); GLuint v1 = luaL_checkinteger(L, 4); GLuint v2 = luaL_checkinteger(L, 5); GLuint v3 = luaL_checkinteger(L, 6); glProgramUniform4ui(program, location, v0, v1, v2, v3); return 0; } int glProgramUniform1fv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); const GLfloat * value = get: const GLfloat * glProgramUniform1fv(program, location, count, value); return 0; } int glProgramUniform2fv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); const GLfloat * value = get: const GLfloat * glProgramUniform2fv(program, location, count, value); return 0; } int glProgramUniform3fv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); const GLfloat * value = get: const GLfloat * glProgramUniform3fv(program, location, count, value); return 0; } int glProgramUniform4fv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); const GLfloat * value = get: const GLfloat * glProgramUniform4fv(program, location, count, value); return 0; } int glProgramUniform1iv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); const GLint * value = get: const GLint * glProgramUniform1iv(program, location, count, value); return 0; } int glProgramUniform2iv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); const GLint * value = get: const GLint * glProgramUniform2iv(program, location, count, value); return 0; } int glProgramUniform3iv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); const GLint * value = get: const GLint * glProgramUniform3iv(program, location, count, value); return 0; } int glProgramUniform4iv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); const GLint * value = get: const GLint * glProgramUniform4iv(program, location, count, value); return 0; } int glProgramUniform1uiv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); const GLuint * value = get: const GLuint * glProgramUniform1uiv(program, location, count, value); return 0; } int glProgramUniform2uiv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); const GLuint * value = get: const GLuint * glProgramUniform2uiv(program, location, count, value); return 0; } int glProgramUniform3uiv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); const GLuint * value = get: const GLuint * glProgramUniform3uiv(program, location, count, value); return 0; } int glProgramUniform4uiv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); const GLuint * value = get: const GLuint * glProgramUniform4uiv(program, location, count, value); return 0; } int glProgramUniformMatrix2fv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glProgramUniformMatrix2fv(program, location, count, transpose, value); return 0; } int glProgramUniformMatrix3fv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glProgramUniformMatrix3fv(program, location, count, transpose, value); return 0; } int glProgramUniformMatrix4fv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glProgramUniformMatrix4fv(program, location, count, transpose, value); return 0; } int glProgramUniformMatrix2x3fv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glProgramUniformMatrix2x3fv(program, location, count, transpose, value); return 0; } int glProgramUniformMatrix3x2fv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glProgramUniformMatrix3x2fv(program, location, count, transpose, value); return 0; } int glProgramUniformMatrix2x4fv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glProgramUniformMatrix2x4fv(program, location, count, transpose, value); return 0; } int glProgramUniformMatrix4x2fv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glProgramUniformMatrix4x2fv(program, location, count, transpose, value); return 0; } int glProgramUniformMatrix3x4fv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glProgramUniformMatrix3x4fv(program, location, count, transpose, value); return 0; } int glProgramUniformMatrix4x3fv_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLint location = luaL_checkinteger(L, 2); GLsizei count = luaL_checkinteger(L, 3); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glProgramUniformMatrix4x3fv(program, location, count, transpose, value); return 0; } int glProvokingVertex_bind(lua_State *L) { GLenum provokeMode = luaL_checkinteger(L, 1); glProvokingVertex(provokeMode); return 0; }