int glTexBuffer_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum internalformat = luaL_checkinteger(L, 2); GLuint buffer = luaL_checkinteger(L, 3); glTexBuffer(target, internalformat, buffer); return 0; } int glTexImage1D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLint internalformat = luaL_checkinteger(L, 3); GLsizei width = luaL_checkinteger(L, 4); GLint border = luaL_checkinteger(L, 5); GLenum format = luaL_checkinteger(L, 6); GLenum type = luaL_checkinteger(L, 7); const void * data = get: const void * glTexImage1D(target, level, internalformat, width, border, format, type, data); return 0; } int glTexImage2D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLint internalformat = luaL_checkinteger(L, 3); GLsizei width = luaL_checkinteger(L, 4); GLsizei height = luaL_checkinteger(L, 5); GLint border = luaL_checkinteger(L, 6); GLenum format = luaL_checkinteger(L, 7); GLenum type = luaL_checkinteger(L, 8); const void * data = get: const void * glTexImage2D(target, level, internalformat, width, height, border, format, type, data); return 0; } int glTexImage2DMultisample_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); GLboolean fixedsamplelocations = get: GLboolean glTexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations); return 0; } int glTexImage3D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLint internalformat = luaL_checkinteger(L, 3); GLsizei width = luaL_checkinteger(L, 4); GLsizei height = luaL_checkinteger(L, 5); GLsizei depth = luaL_checkinteger(L, 6); GLint border = luaL_checkinteger(L, 7); GLenum format = luaL_checkinteger(L, 8); GLenum type = luaL_checkinteger(L, 9); const void * data = get: const void * glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, data); return 0; } int glTexImage3DMultisample_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); GLsizei depth = luaL_checkinteger(L, 6); GLboolean fixedsamplelocations = get: GLboolean glTexImage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations); return 0; } int glTexParameterf_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum pname = luaL_checkinteger(L, 2); GLfloat param = luaL_checknumber(L, 3); glTexParameterf(target, pname, param); return 0; } int glTexParameteri_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum pname = luaL_checkinteger(L, 2); GLint param = luaL_checkinteger(L, 3); glTexParameteri(target, pname, param); return 0; } int glTexParameterfv_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum pname = luaL_checkinteger(L, 2); const GLfloat * params = get: const GLfloat * glTexParameterfv(target, pname, params); return 0; } int glTexParameteriv_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum pname = luaL_checkinteger(L, 2); const GLint * params = get: const GLint * glTexParameteriv(target, pname, params); return 0; } int glTexParameterIiv_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum pname = luaL_checkinteger(L, 2); const GLint * params = get: const GLint * glTexParameterIiv(target, pname, params); return 0; } int glTexParameterIuiv_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLenum pname = luaL_checkinteger(L, 2); const GLuint * params = get: const GLuint * glTexParameterIuiv(target, pname, params); return 0; } int glTexSubImage1D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLint xoffset = luaL_checkinteger(L, 3); GLsizei width = luaL_checkinteger(L, 4); GLenum format = luaL_checkinteger(L, 5); GLenum type = luaL_checkinteger(L, 6); const void * pixels = get: const void * glTexSubImage1D(target, level, xoffset, width, format, type, pixels); return 0; } int glTexSubImage2D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLint xoffset = luaL_checkinteger(L, 3); GLint yoffset = luaL_checkinteger(L, 4); GLsizei width = luaL_checkinteger(L, 5); GLsizei height = luaL_checkinteger(L, 6); GLenum format = luaL_checkinteger(L, 7); GLenum type = luaL_checkinteger(L, 8); const void * pixels = get: const void * glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); return 0; } int glTexSubImage3D_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLint level = luaL_checkinteger(L, 2); GLint xoffset = luaL_checkinteger(L, 3); GLint yoffset = luaL_checkinteger(L, 4); GLint zoffset = luaL_checkinteger(L, 5); GLsizei width = luaL_checkinteger(L, 6); GLsizei height = luaL_checkinteger(L, 7); GLsizei depth = luaL_checkinteger(L, 8); GLenum format = luaL_checkinteger(L, 9); GLenum type = luaL_checkinteger(L, 10); const void * pixels = get: const void * glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); return 0; } int glTransformFeedbackVaryings_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const char ** varyings = get: const char ** GLenum bufferMode = luaL_checkinteger(L, 4); glTransformFeedbackVaryings(program, count, varyings, bufferMode); return 0; }