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@@ -753,6 +753,15 @@ void luaRegister_lua_Global()
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gameplay::ScriptUtil::registerConstantString("BLEND_ONE_MINUS_CONSTANT_ALPHA", "BLEND_ONE_MINUS_CONSTANT_ALPHA", scopePath);
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gameplay::ScriptUtil::registerConstantString("BLEND_SRC_ALPHA_SATURATE", "BLEND_SRC_ALPHA_SATURATE", scopePath);
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}
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+
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+ // Register enumeration RenderState::CullFaceSide
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+ {
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+ std::vector<std::string> scopePath;
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+ scopePath.push_back("RenderState");
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+ gameplay::ScriptUtil::registerConstantString("CULL_FACE_SIDE_BACK", "CULL_FACE_SIDE_BACK", scopePath);
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+ gameplay::ScriptUtil::registerConstantString("CULL_FACE_SIDE_FRONT", "CULL_FACE_SIDE_FRONT", scopePath);
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+ gameplay::ScriptUtil::registerConstantString("CULL_FACE_SIDE_FRONT_AND_BACK", "CULL_FACE_SIDE_FRONT_AND_BACK", scopePath);
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+ }
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// Register enumeration RenderState::DepthFunction.
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{
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@@ -920,6 +929,8 @@ const char* lua_stringFromEnumGlobal(std::string& enumname, unsigned int value)
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return lua_stringFromEnum_RenderStateAutoBinding((RenderState::AutoBinding)value);
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if (enumname == "RenderState::Blend")
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return lua_stringFromEnum_RenderStateBlend((RenderState::Blend)value);
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+ if (enumname == "RenderState::CullFaceSide")
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+ return lua_stringFromEnum_RenderStateCullFaceSide((RenderState::CullFaceSide)value);
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if (enumname == "RenderState::DepthFunction")
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return lua_stringFromEnum_RenderStateDepthFunction((RenderState::DepthFunction)value);
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if (enumname == "Scene::DebugFlags")
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