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int glReadBuffer_bind(lua_State *L)
{
GLenum mode = luaL_checkinteger(L, 1);
glReadBuffer(mode);
return 0;
}
int glReadPixels_bind(lua_State *L)
{
GLint x = luaL_checkinteger(L, 1);
GLint y = luaL_checkinteger(L, 2);
GLsizei width = luaL_checkinteger(L, 3);
GLsizei height = luaL_checkinteger(L, 4);
GLenum format = luaL_checkinteger(L, 5);
GLenum type = luaL_checkinteger(L, 6);
void * data = get: void *
glReadPixels(x, y, width, height, format, type, data);
return 0;
}
int glReleaseShaderCompiler_bind(lua_State *L)
{
void = get:
glReleaseShaderCompiler(void);
return 0;
}
int glRenderbufferStorage_bind(lua_State *L)
{
GLenum target = luaL_checkinteger(L, 1);
GLenum internalformat = luaL_checkinteger(L, 2);
GLsizei width = luaL_checkinteger(L, 3);
GLsizei height = luaL_checkinteger(L, 4);
glRenderbufferStorage(target, internalformat, width, height);
return 0;
}
int glRenderbufferStorageMultisample_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);
glRenderbufferStorageMultisample(target, samples, internalformat, width, height);
return 0;
}
int glResumeTransformFeedback_bind(lua_State *L)
{
void = get:
glResumeTransformFeedback(void);
return 0;
}
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