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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;
}