int glReadBuffer_bind(lua_State *L) { GLenum mode = luaL_checkinteger(L, 1); glReadBuffer(mode); return 0; } int glReadPixels_bind(lua_State *L) { GLint x = luaL_checkinteger(L, 1); GLint y = luaL_checkinteger(L, 2); GLsizei width = luaL_checkinteger(L, 3); GLsizei height = luaL_checkinteger(L, 4); GLenum format = luaL_checkinteger(L, 5); GLenum type = luaL_checkinteger(L, 6); void * data = get: void * glReadPixels(x, y, width, height, format, type, data); return 0; } int glReleaseShaderCompiler_bind(lua_State *L) { void = get: glReleaseShaderCompiler(void); return 0; } int glRenderbufferStorage_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum internalformat = luaL_checkinteger(L, 2); GLsizei width = luaL_checkinteger(L, 3); GLsizei height = luaL_checkinteger(L, 4); glRenderbufferStorage(target, internalformat, width, height); return 0; } int glRenderbufferStorageMultisample_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLsizei samples = luaL_checkinteger(L, 2); GLenum internalformat = luaL_checkinteger(L, 3); GLsizei width = luaL_checkinteger(L, 4); GLsizei height = luaL_checkinteger(L, 5); glRenderbufferStorageMultisample(target, samples, internalformat, width, height); return 0; } int glResumeTransformFeedback_bind(lua_State *L) { void = get: glResumeTransformFeedback(void); return 0; }