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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;
}