int glSampleCoverage_bind(lua_State *L) { GLfloat value = luaL_checknumber(L, 1); GLboolean invert = get: GLboolean glSampleCoverage(value, invert); return 0; } int glSampleMaski_bind(lua_State *L) { GLuint maskNumber = luaL_checkinteger(L, 1); GLbitfield mask = luaL_checkinteger(L, 2); glSampleMaski(maskNumber, mask); return 0; } int glSamplerParameterf_bind(lua_State *L) { GLuint sampler = luaL_checkinteger(L, 1); GLenum pname = luaL_checkinteger(L, 2); GLfloat param = luaL_checknumber(L, 3); glSamplerParameterf(sampler, pname, param); return 0; } int glSamplerParameteri_bind(lua_State *L) { GLuint sampler = luaL_checkinteger(L, 1); GLenum pname = luaL_checkinteger(L, 2); GLint param = luaL_checkinteger(L, 3); glSamplerParameteri(sampler, pname, param); return 0; } int glSamplerParameterfv_bind(lua_State *L) { GLuint sampler = luaL_checkinteger(L, 1); GLenum pname = luaL_checkinteger(L, 2); const GLfloat * params = get: const GLfloat * glSamplerParameterfv(sampler, pname, params); return 0; } int glSamplerParameteriv_bind(lua_State *L) { GLuint sampler = luaL_checkinteger(L, 1); GLenum pname = luaL_checkinteger(L, 2); const GLint * params = get: const GLint * glSamplerParameteriv(sampler, pname, params); return 0; } int glSamplerParameterIiv_bind(lua_State *L) { GLuint sampler = luaL_checkinteger(L, 1); GLenum pname = luaL_checkinteger(L, 2); const GLint * params = get: const GLint * glSamplerParameterIiv(sampler, pname, params); return 0; } int glSamplerParameterIuiv_bind(lua_State *L) { GLuint sampler = luaL_checkinteger(L, 1); GLenum pname = luaL_checkinteger(L, 2); const GLuint * params = get: const GLuint * glSamplerParameterIuiv(sampler, pname, params); return 0; } int glScissor_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); glScissor(x, y, width, height); return 0; } int glScissorArrayv_bind(lua_State *L) { GLuint first = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLint * v = get: const GLint * glScissorArrayv(first, count, v); return 0; } int glScissorIndexed_bind(lua_State *L) { GLuint index = luaL_checkinteger(L, 1); GLint left = luaL_checkinteger(L, 2); GLint bottom = luaL_checkinteger(L, 3); GLsizei width = luaL_checkinteger(L, 4); GLsizei height = luaL_checkinteger(L, 5); glScissorIndexed(index, left, bottom, width, height); return 0; } int glScissorIndexedv_bind(lua_State *L) { GLuint index = luaL_checkinteger(L, 1); const GLint * v = get: const GLint * glScissorIndexedv(index, v); return 0; } int glShaderBinary_bind(lua_State *L) { GLsizei count = luaL_checkinteger(L, 1); const GLuint * shaders = get: const GLuint * GLenum binaryFormat = luaL_checkinteger(L, 3); const void * binary = get: const void * GLsizei length = luaL_checkinteger(L, 5); glShaderBinary(count, shaders, binaryFormat, binary, length); return 0; } int glShaderSource_bind(lua_State *L) { GLuint shader = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLchar ** string = get: const GLchar ** const GLint * length = get: const GLint * glShaderSource(shader, count, string, length); return 0; } int glStencilFunc_bind(lua_State *L) { GLenum func = luaL_checkinteger(L, 1); GLint ref = luaL_checkinteger(L, 2); GLuint mask = luaL_checkinteger(L, 3); glStencilFunc(func, ref, mask); return 0; } int glStencilFuncSeparate_bind(lua_State *L) { GLenum face = luaL_checkinteger(L, 1); GLenum func = luaL_checkinteger(L, 2); GLint ref = luaL_checkinteger(L, 3); GLuint mask = luaL_checkinteger(L, 4); glStencilFuncSeparate(face, func, ref, mask); return 0; } int glStencilMask_bind(lua_State *L) { GLuint mask = luaL_checkinteger(L, 1); glStencilMask(mask); return 0; } int glStencilMaskSeparate_bind(lua_State *L) { GLenum face = luaL_checkinteger(L, 1); GLuint mask = luaL_checkinteger(L, 2); glStencilMaskSeparate(face, mask); return 0; } int glStencilOp_bind(lua_State *L) { GLenum sfail = luaL_checkinteger(L, 1); GLenum dpfail = luaL_checkinteger(L, 2); GLenum dppass = luaL_checkinteger(L, 3); glStencilOp(sfail, dpfail, dppass); return 0; } int glStencilOpSeparate_bind(lua_State *L) { GLenum face = luaL_checkinteger(L, 1); GLenum sfail = luaL_checkinteger(L, 2); GLenum dpfail = luaL_checkinteger(L, 3); GLenum dppass = luaL_checkinteger(L, 4); glStencilOpSeparate(face, sfail, dpfail, dppass); return 0; }