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int glEnable_bind(lua_State *L)
{
GLenum cap = luaL_checkinteger(L, 1);
glEnable(cap);
return 0;
}
int glEnablei_bind(lua_State *L)
{
GLenum cap = luaL_checkinteger(L, 1);
GLuint index = luaL_checkinteger(L, 2);
glEnablei(cap, index);
return 0;
}
int glEnableVertexAttribArray_bind(lua_State *L)
{
GLuint index = luaL_checkinteger(L, 1);
glEnableVertexAttribArray(index);
return 0;
}
int glEndConditionalRender_bind(lua_State *L)
{
void = get:
glEndConditionalRender(void);
return 0;
}
int glEndQuery_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
glEndQuery(target);
return 0;
}
int glEndQueryIndexed_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLuint index = luaL_checkinteger(L, 2);
glEndQueryIndexed(target, index);
return 0;
}
int glEndTransformFeedback_bind(lua_State *L)
{
glEndTransformFeedback();
return 0;
}
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