#ifndef LUA_FRAMEBUFFER_H_ #define LUA_FRAMEBUFFER_H_ namespace gameplay { // Lua bindings for FrameBuffer. int lua_FrameBuffer__gc(lua_State* state); int lua_FrameBuffer_addRef(lua_State* state); int lua_FrameBuffer_bind(lua_State* state); int lua_FrameBuffer_getDepthStencilTarget(lua_State* state); int lua_FrameBuffer_getHeight(lua_State* state); int lua_FrameBuffer_getId(lua_State* state); int lua_FrameBuffer_getRefCount(lua_State* state); int lua_FrameBuffer_getRenderTarget(lua_State* state); int lua_FrameBuffer_getWidth(lua_State* state); int lua_FrameBuffer_release(lua_State* state); int lua_FrameBuffer_setDepthStencilTarget(lua_State* state); int lua_FrameBuffer_setRenderTarget(lua_State* state); int lua_FrameBuffer_static_bindDefault(lua_State* state); int lua_FrameBuffer_static_create(lua_State* state); int lua_FrameBuffer_static_getFrameBuffer(lua_State* state); int lua_FrameBuffer_static_getMaxRenderTargets(lua_State* state); void luaRegister_FrameBuffer(); } #endif