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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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