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int glIsBuffer_bind(lua_State *L)
{
GLuint buffer = luaL_checkinteger(L, 1);
GLboolean bind_result = glIsBuffer(buffer);
/* push result */
return /* count */;
}
int glIsEnabled_bind(lua_State *L)
{
GLenum cap = luaL_checkinteger(L, 1);
GLboolean bind_result = glIsEnabled(cap);
/* push result */
return /* count */;
}
int glIsEnabledi_bind(lua_State *L)
{
GLenum cap = luaL_checkinteger(L, 1);
GLuint index = luaL_checkinteger(L, 2);
GLboolean bind_result = glIsEnabledi(cap, index);
/* push result */
return /* count */;
}
int glIsFramebuffer_bind(lua_State *L)
{
GLuint framebuffer = luaL_checkinteger(L, 1);
GLboolean bind_result = glIsFramebuffer(framebuffer);
/* push result */
return /* count */;
}
int glIsProgram_bind(lua_State *L)
{
GLuint program = luaL_checkinteger(L, 1);
GLboolean bind_result = glIsProgram(program);
/* push result */
return /* count */;
}
int glIsProgramPipeline_bind(lua_State *L)
{
GLuint pipeline = luaL_checkinteger(L, 1);
GLboolean bind_result = glIsProgramPipeline(pipeline);
/* push result */
return /* count */;
}
int glIsQuery_bind(lua_State *L)
{
GLuint id = luaL_checkinteger(L, 1);
GLboolean bind_result = glIsQuery(id);
/* push result */
return /* count */;
}
int glIsRenderbuffer_bind(lua_State *L)
{
GLuint renderbuffer = luaL_checkinteger(L, 1);
GLboolean bind_result = glIsRenderbuffer(renderbuffer);
/* push result */
return /* count */;
}
int glIsSampler_bind(lua_State *L)
{
GLuint id = luaL_checkinteger(L, 1);
GLboolean bind_result = glIsSampler(id);
/* push result */
return /* count */;
}
int glIsShader_bind(lua_State *L)
{
GLuint shader = luaL_checkinteger(L, 1);
GLboolean bind_result = glIsShader(shader);
/* push result */
return /* count */;
}
int glIsSync_bind(lua_State *L)
{
GLsync sync = luaL_checkinteger(L, 1);
GLboolean bind_result = glIsSync(sync);
/* push result */
return /* count */;
}
int glIsTexture_bind(lua_State *L)
{
GLuint texture = luaL_checkinteger(L, 1);
GLboolean bind_result = glIsTexture(texture);
/* push result */
return /* count */;
}
int glIsTransformFeedback_bind(lua_State *L)
{
GLuint id = luaL_checkinteger(L, 1);
GLboolean bind_result = glIsTransformFeedback(id);
/* push result */
return /* count */;
}
int glIsVertexArray_bind(lua_State *L)
{
GLuint array = luaL_checkinteger(L, 1);
GLboolean bind_result = glIsVertexArray(array);
/* push result */
return /* count */;
}
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