text: #ifdef MODULE_SCRIPT_ENABLED
  
  // Autogenerated by gameplay-luagen
  #include "Base.h"
  #include "ScriptController.h"
  #include "lua_Texture.h"
  #include "Base.h"
  #include "FileSystem.h"
  #include "Game.h"
  #include "Image.h"
  #include "Ref.h"
  #include "Texture.h"
  
  namespace gameplay
  {
  
  void luaRegister_Texture()
  {
      const luaL_Reg lua_members[] = 
      {
          {"addRef", lua_Texture_addRef},
          {"generateMipmaps", lua_Texture_generateMipmaps},
          {"getFormat", lua_Texture_getFormat},
          {"getHandle", lua_Texture_getHandle},
          {"getHeight", lua_Texture_getHeight},
          {"getPath", lua_Texture_getPath},
          {"getRefCount", lua_Texture_getRefCount},
          {"getType", lua_Texture_getType},
          {"getWidth", lua_Texture_getWidth},
          {"isCompressed", lua_Texture_isCompressed},
          {"isMipmapped", lua_Texture_isMipmapped},
          {"release", lua_Texture_release},
          {"setData", lua_Texture_setData},
          {NULL, NULL}
      };
      const luaL_Reg lua_statics[] = 
      {
          {"create", lua_Texture_static_create},
          {NULL, NULL}
      };
      std::vector<std::string> scopePath;
  
      gameplay::ScriptUtil::registerClass("Texture", lua_members, NULL, lua_Texture__gc, lua_statics, scopePath);
  }
  
  static Texture* getInstance(lua_State* state)
  {
      void* userdata = luaL_checkudata(state, 1, "Texture");
      luaL_argcheck(state, userdata != NULL, 1, "'Texture' expected.");
      return (Texture*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
  }
  
  int lua_Texture__gc(lua_State* state)
  {
      // Get the number of parameters.
      int paramCount = lua_gettop(state);
  
      // Attempt to match the parameters to a valid binding.
      switch (paramCount)
      {
          case 1:
          {
              if ((lua_type(state, 1) == LUA_TUSERDATA))
              {
                  void* userdata = luaL_checkudata(state, 1, "Texture");
                  luaL_argcheck(state, userdata != NULL, 1, "'Texture' expected.");
                  gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
                  if (object->owns)
                  {
                      Texture* instance = (Texture*)object->instance;
                      SAFE_RELEASE(instance);
                  }
                  
                  return 0;
              }
  
              lua_pushstring(state, "lua_Texture__gc - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          default:
          {
              lua_pushstring(state, "Invalid number of parameters (expected 1).");
              lua_error(state);
              break;
          }
      }
      return 0;
  }
  
  int lua_Texture_addRef(lua_State* state)
  {
      // Get the number of parameters.
      int paramCount = lua_gettop(state);
  
      // Attempt to match the parameters to a valid binding.
      switch (paramCount)
      {
          case 1:
          {
              if ((lua_type(state, 1) == LUA_TUSERDATA))
              {
                  Texture* instance = getInstance(state);
                  instance->addRef();
                  
                  return 0;
              }
  
              lua_pushstring(state, "lua_Texture_addRef - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          default:
          {
              lua_pushstring(state, "Invalid number of parameters (expected 1).");
              lua_error(state);
              break;
          }
      }
      return 0;
  }
  
  int lua_Texture_generateMipmaps(lua_State* state)
  {
      // Get the number of parameters.
      int paramCount = lua_gettop(state);
  
      // Attempt to match the parameters to a valid binding.
      switch (paramCount)
      {
          case 1:
          {
              if ((lua_type(state, 1) == LUA_TUSERDATA))
              {
                  Texture* instance = getInstance(state);
                  instance->generateMipmaps();
                  
                  return 0;
              }
  
              lua_pushstring(state, "lua_Texture_generateMipmaps - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          default:
          {
              lua_pushstring(state, "Invalid number of parameters (expected 1).");
              lua_error(state);
              break;
          }
      }
      return 0;
  }
  
  int lua_Texture_getFormat(lua_State* state)
  {
      // Get the number of parameters.
      int paramCount = lua_gettop(state);
  
      // Attempt to match the parameters to a valid binding.
      switch (paramCount)
      {
          case 1:
          {
              if ((lua_type(state, 1) == LUA_TUSERDATA))
              {
                  Texture* instance = getInstance(state);
                  Texture::Format result = instance->getFormat();
  
                  // Push the return value onto the stack.
                  lua_pushnumber(state, (int)result);
  
                  return 1;
              }
  
              lua_pushstring(state, "lua_Texture_getFormat - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          default:
          {
              lua_pushstring(state, "Invalid number of parameters (expected 1).");
              lua_error(state);
              break;
          }
      }
      return 0;
  }
  
  int lua_Texture_getHandle(lua_State* state)
  {
      // Get the number of parameters.
      int paramCount = lua_gettop(state);
  
      // Attempt to match the parameters to a valid binding.
      switch (paramCount)
      {
          case 1:
          {
              if ((lua_type(state, 1) == LUA_TUSERDATA))
              {
                  Texture* instance = getInstance(state);
                  void* returnPtr = (void*)new GLuint(instance->getHandle());
                  if (returnPtr)
                  {
                      gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                      object->instance = returnPtr;
                      object->owns = true;
                      luaL_getmetatable(state, "GLuint");
                      lua_setmetatable(state, -2);
                  }
                  else
                  {
                      lua_pushnil(state);
                  }
  
                  return 1;
              }
  
              lua_pushstring(state, "lua_Texture_getHandle - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          default:
          {
              lua_pushstring(state, "Invalid number of parameters (expected 1).");
              lua_error(state);
              break;
          }
      }
      return 0;
  }
  
  int lua_Texture_getHeight(lua_State* state)
  {
      // Get the number of parameters.
      int paramCount = lua_gettop(state);
  
      // Attempt to match the parameters to a valid binding.
      switch (paramCount)
      {
          case 1:
          {
              if ((lua_type(state, 1) == LUA_TUSERDATA))
              {
                  Texture* instance = getInstance(state);
                  unsigned int result = instance->getHeight();
  
                  // Push the return value onto the stack.
                  lua_pushunsigned(state, result);
  
                  return 1;
              }
  
              lua_pushstring(state, "lua_Texture_getHeight - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          default:
          {
              lua_pushstring(state, "Invalid number of parameters (expected 1).");
              lua_error(state);
              break;
          }
      }
      return 0;
  }
  
  int lua_Texture_getPath(lua_State* state)
  {
      // Get the number of parameters.
      int paramCount = lua_gettop(state);
  
      // Attempt to match the parameters to a valid binding.
      switch (paramCount)
      {
          case 1:
          {
              if ((lua_type(state, 1) == LUA_TUSERDATA))
              {
                  Texture* instance = getInstance(state);
                  const char* result = instance->getPath();
  
                  // Push the return value onto the stack.
                  lua_pushstring(state, result);
  
                  return 1;
              }
  
              lua_pushstring(state, "lua_Texture_getPath - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          default:
          {
              lua_pushstring(state, "Invalid number of parameters (expected 1).");
              lua_error(state);
              break;
          }
      }
      return 0;
  }
  
  int lua_Texture_getRefCount(lua_State* state)
  {
      // Get the number of parameters.
      int paramCount = lua_gettop(state);
  
      // Attempt to match the parameters to a valid binding.
      switch (paramCount)
      {
          case 1:
          {
              if ((lua_type(state, 1) == LUA_TUSERDATA))
              {
                  Texture* instance = getInstance(state);
                  unsigned int result = instance->getRefCount();
  
                  // Push the return value onto the stack.
                  lua_pushunsigned(state, result);
  
                  return 1;
              }
  
              lua_pushstring(state, "lua_Texture_getRefCount - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          default:
          {
              lua_pushstring(state, "Invalid number of parameters (expected 1).");
              lua_error(state);
              break;
          }
      }
      return 0;
  }
  
  int lua_Texture_getType(lua_State* state)
  {
      // Get the number of parameters.
      int paramCount = lua_gettop(state);
  
      // Attempt to match the parameters to a valid binding.
      switch (paramCount)
      {
          case 1:
          {
              if ((lua_type(state, 1) == LUA_TUSERDATA))
              {
                  Texture* instance = getInstance(state);
                  Texture::Type result = instance->getType();
  
                  // Push the return value onto the stack.
                  lua_pushnumber(state, (int)result);
  
                  return 1;
              }
  
              lua_pushstring(state, "lua_Texture_getType - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          default:
          {
              lua_pushstring(state, "Invalid number of parameters (expected 1).");
              lua_error(state);
              break;
          }
      }
      return 0;
  }
  
  int lua_Texture_getWidth(lua_State* state)
  {
      // Get the number of parameters.
      int paramCount = lua_gettop(state);
  
      // Attempt to match the parameters to a valid binding.
      switch (paramCount)
      {
          case 1:
          {
              if ((lua_type(state, 1) == LUA_TUSERDATA))
              {
                  Texture* instance = getInstance(state);
                  unsigned int result = instance->getWidth();
  
                  // Push the return value onto the stack.
                  lua_pushunsigned(state, result);
  
                  return 1;
              }
  
              lua_pushstring(state, "lua_Texture_getWidth - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          default:
          {
              lua_pushstring(state, "Invalid number of parameters (expected 1).");
              lua_error(state);
              break;
          }
      }
      return 0;
  }
  
  int lua_Texture_isCompressed(lua_State* state)
  {
      // Get the number of parameters.
      int paramCount = lua_gettop(state);
  
      // Attempt to match the parameters to a valid binding.
      switch (paramCount)
      {
          case 1:
          {
              if ((lua_type(state, 1) == LUA_TUSERDATA))
              {
                  Texture* instance = getInstance(state);
                  bool result = instance->isCompressed();
  
                  // Push the return value onto the stack.
                  lua_pushboolean(state, result);
  
                  return 1;
              }
  
              lua_pushstring(state, "lua_Texture_isCompressed - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          default:
          {
              lua_pushstring(state, "Invalid number of parameters (expected 1).");
              lua_error(state);
              break;
          }
      }
      return 0;
  }
  
  int lua_Texture_isMipmapped(lua_State* state)
  {
      // Get the number of parameters.
      int paramCount = lua_gettop(state);
  
      // Attempt to match the parameters to a valid binding.
      switch (paramCount)
      {
          case 1:
          {
              if ((lua_type(state, 1) == LUA_TUSERDATA))
              {
                  Texture* instance = getInstance(state);
                  bool result = instance->isMipmapped();
  
                  // Push the return value onto the stack.
                  lua_pushboolean(state, result);
  
                  return 1;
              }
  
              lua_pushstring(state, "lua_Texture_isMipmapped - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          default:
          {
              lua_pushstring(state, "Invalid number of parameters (expected 1).");
              lua_error(state);
              break;
          }
      }
      return 0;
  }
  
  int lua_Texture_release(lua_State* state)
  {
      // Get the number of parameters.
      int paramCount = lua_gettop(state);
  
      // Attempt to match the parameters to a valid binding.
      switch (paramCount)
      {
          case 1:
          {
              if ((lua_type(state, 1) == LUA_TUSERDATA))
              {
                  Texture* instance = getInstance(state);
                  instance->release();
                  
                  return 0;
              }
  
              lua_pushstring(state, "lua_Texture_release - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          default:
          {
              lua_pushstring(state, "Invalid number of parameters (expected 1).");
              lua_error(state);
              break;
          }
      }
      return 0;
  }
  
  int lua_Texture_setData(lua_State* state)
  {
      // Get the number of parameters.
      int paramCount = lua_gettop(state);
  
      // Attempt to match the parameters to a valid binding.
      switch (paramCount)
      {
          case 2:
          {
              if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                  (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
              {
                  // Get parameter 1 off the stack.
                  gameplay::ScriptUtil::LuaArray<unsigned char> param1 = gameplay::ScriptUtil::getUnsignedCharPointer(2);
  
                  Texture* instance = getInstance(state);
                  instance->setData(param1);
                  
                  return 0;
              }
  
              lua_pushstring(state, "lua_Texture_setData - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          default:
          {
              lua_pushstring(state, "Invalid number of parameters (expected 2).");
              lua_error(state);
              break;
          }
      }
      return 0;
  }
  
  int lua_Texture_static_create(lua_State* state)
  {
      // Get the number of parameters.
      int paramCount = lua_gettop(state);
  
      // Attempt to match the parameters to a valid binding.
      switch (paramCount)
      {
          case 1:
          {
              do
              {
                  if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
                  {
                      // Get parameter 1 off the stack.
                      const char* param1 = gameplay::ScriptUtil::getString(1, false);
  
                      void* returnPtr = ((void*)Texture::create(param1));
                      if (returnPtr)
                      {
                          gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                          object->instance = returnPtr;
                          object->owns = true;
                          luaL_getmetatable(state, "Texture");
                          lua_setmetatable(state, -2);
                      }
                      else
                      {
                          lua_pushnil(state);
                      }
  
                      return 1;
                  }
              } while (0);
  
              do
              {
                  if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL))
                  {
                      // Get parameter 1 off the stack.
                      bool param1Valid;
                      gameplay::ScriptUtil::LuaArray<Image> param1 = gameplay::ScriptUtil::getObjectPointer<Image>(1, "Image", false, &param1Valid);
                      if (!param1Valid)
                          break;
  
                      void* returnPtr = ((void*)Texture::create(param1));
                      if (returnPtr)
                      {
                          gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                          object->instance = returnPtr;
                          object->owns = true;
                          luaL_getmetatable(state, "Texture");
                          lua_setmetatable(state, -2);
                      }
                      else
                      {
                          lua_pushnil(state);
                      }
  
                      return 1;
                  }
              } while (0);
  
              lua_pushstring(state, "lua_Texture_static_create - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          case 2:
          {
              do
              {
                  if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
                      lua_type(state, 2) == LUA_TBOOLEAN)
                  {
                      // Get parameter 1 off the stack.
                      const char* param1 = gameplay::ScriptUtil::getString(1, false);
  
                      // Get parameter 2 off the stack.
                      bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 2);
  
                      void* returnPtr = ((void*)Texture::create(param1, param2));
                      if (returnPtr)
                      {
                          gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                          object->instance = returnPtr;
                          object->owns = true;
                          luaL_getmetatable(state, "Texture");
                          lua_setmetatable(state, -2);
                      }
                      else
                      {
                          lua_pushnil(state);
                      }
  
                      return 1;
                  }
              } while (0);
  
              do
              {
                  if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) &&
                      lua_type(state, 2) == LUA_TBOOLEAN)
                  {
                      // Get parameter 1 off the stack.
                      bool param1Valid;
                      gameplay::ScriptUtil::LuaArray<Image> param1 = gameplay::ScriptUtil::getObjectPointer<Image>(1, "Image", false, &param1Valid);
                      if (!param1Valid)
                          break;
  
                      // Get parameter 2 off the stack.
                      bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 2);
  
                      void* returnPtr = ((void*)Texture::create(param1, param2));
                      if (returnPtr)
                      {
                          gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                          object->instance = returnPtr;
                          object->owns = true;
                          luaL_getmetatable(state, "Texture");
                          lua_setmetatable(state, -2);
                      }
                      else
                      {
                          lua_pushnil(state);
                      }
  
                      return 1;
                  }
              } while (0);
  
              lua_pushstring(state, "lua_Texture_static_create - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          case 3:
          {
              do
              {
                  if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL) &&
                      lua_type(state, 2) == LUA_TNUMBER &&
                      lua_type(state, 3) == LUA_TNUMBER)
                  {
                      // Get parameter 1 off the stack.
                      bool param1Valid;
                      gameplay::ScriptUtil::LuaArray<GLuint> param1 = gameplay::ScriptUtil::getObjectPointer<GLuint>(1, "GLuint", true, &param1Valid);
                      if (!param1Valid)
                          break;
  
                      // Get parameter 2 off the stack.
                      int param2 = (int)luaL_checkint(state, 2);
  
                      // Get parameter 3 off the stack.
                      int param3 = (int)luaL_checkint(state, 3);
  
                      void* returnPtr = ((void*)Texture::create(*param1, param2, param3));
                      if (returnPtr)
                      {
                          gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                          object->instance = returnPtr;
                          object->owns = true;
                          luaL_getmetatable(state, "Texture");
                          lua_setmetatable(state, -2);
                      }
                      else
                      {
                          lua_pushnil(state);
                      }
  
                      return 1;
                  }
              } while (0);
  
              lua_pushstring(state, "lua_Texture_static_create - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          case 4:
          {
              do
              {
                  if (lua_type(state, 1) == LUA_TNUMBER &&
                      lua_type(state, 2) == LUA_TNUMBER &&
                      lua_type(state, 3) == LUA_TNUMBER &&
                      (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA))
                  {
                      // Get parameter 1 off the stack.
                      Texture::Format param1 = (Texture::Format)luaL_checkint(state, 1);
  
                      // Get parameter 2 off the stack.
                      unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2);
  
                      // Get parameter 3 off the stack.
                      unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3);
  
                      // Get parameter 4 off the stack.
                      gameplay::ScriptUtil::LuaArray<unsigned char> param4 = gameplay::ScriptUtil::getUnsignedCharPointer(4);
  
                      void* returnPtr = ((void*)Texture::create(param1, param2, param3, param4));
                      if (returnPtr)
                      {
                          gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                          object->instance = returnPtr;
                          object->owns = true;
                          luaL_getmetatable(state, "Texture");
                          lua_setmetatable(state, -2);
                      }
                      else
                      {
                          lua_pushnil(state);
                      }
  
                      return 1;
                  }
              } while (0);
  
              do
              {
                  if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL) &&
                      lua_type(state, 2) == LUA_TNUMBER &&
                      lua_type(state, 3) == LUA_TNUMBER &&
                      lua_type(state, 4) == LUA_TNUMBER)
                  {
                      // Get parameter 1 off the stack.
                      bool param1Valid;
                      gameplay::ScriptUtil::LuaArray<GLuint> param1 = gameplay::ScriptUtil::getObjectPointer<GLuint>(1, "GLuint", true, &param1Valid);
                      if (!param1Valid)
                          break;
  
                      // Get parameter 2 off the stack.
                      int param2 = (int)luaL_checkint(state, 2);
  
                      // Get parameter 3 off the stack.
                      int param3 = (int)luaL_checkint(state, 3);
  
                      // Get parameter 4 off the stack.
                      Texture::Format param4 = (Texture::Format)luaL_checkint(state, 4);
  
                      void* returnPtr = ((void*)Texture::create(*param1, param2, param3, param4));
                      if (returnPtr)
                      {
                          gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                          object->instance = returnPtr;
                          object->owns = true;
                          luaL_getmetatable(state, "Texture");
                          lua_setmetatable(state, -2);
                      }
                      else
                      {
                          lua_pushnil(state);
                      }
  
                      return 1;
                  }
              } while (0);
  
              lua_pushstring(state, "lua_Texture_static_create - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          case 5:
          {
              do
              {
                  if (lua_type(state, 1) == LUA_TNUMBER &&
                      lua_type(state, 2) == LUA_TNUMBER &&
                      lua_type(state, 3) == LUA_TNUMBER &&
                      (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) &&
                      lua_type(state, 5) == LUA_TBOOLEAN)
                  {
                      // Get parameter 1 off the stack.
                      Texture::Format param1 = (Texture::Format)luaL_checkint(state, 1);
  
                      // Get parameter 2 off the stack.
                      unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2);
  
                      // Get parameter 3 off the stack.
                      unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3);
  
                      // Get parameter 4 off the stack.
                      gameplay::ScriptUtil::LuaArray<unsigned char> param4 = gameplay::ScriptUtil::getUnsignedCharPointer(4);
  
                      // Get parameter 5 off the stack.
                      bool param5 = gameplay::ScriptUtil::luaCheckBool(state, 5);
  
                      void* returnPtr = ((void*)Texture::create(param1, param2, param3, param4, param5));
                      if (returnPtr)
                      {
                          gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                          object->instance = returnPtr;
                          object->owns = true;
                          luaL_getmetatable(state, "Texture");
                          lua_setmetatable(state, -2);
                      }
                      else
                      {
                          lua_pushnil(state);
                      }
  
                      return 1;
                  }
              } while (0);
  
              lua_pushstring(state, "lua_Texture_static_create - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          case 6:
          {
              do
              {
                  if (lua_type(state, 1) == LUA_TNUMBER &&
                      lua_type(state, 2) == LUA_TNUMBER &&
                      lua_type(state, 3) == LUA_TNUMBER &&
                      (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) &&
                      lua_type(state, 5) == LUA_TBOOLEAN &&
                      lua_type(state, 6) == LUA_TNUMBER)
                  {
                      // Get parameter 1 off the stack.
                      Texture::Format param1 = (Texture::Format)luaL_checkint(state, 1);
  
                      // Get parameter 2 off the stack.
                      unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2);
  
                      // Get parameter 3 off the stack.
                      unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3);
  
                      // Get parameter 4 off the stack.
                      gameplay::ScriptUtil::LuaArray<unsigned char> param4 = gameplay::ScriptUtil::getUnsignedCharPointer(4);
  
                      // Get parameter 5 off the stack.
                      bool param5 = gameplay::ScriptUtil::luaCheckBool(state, 5);
  
                      // Get parameter 6 off the stack.
                      Texture::Type param6 = (Texture::Type)luaL_checkint(state, 6);
  
                      void* returnPtr = ((void*)Texture::create(param1, param2, param3, param4, param5, param6));
                      if (returnPtr)
                      {
                          gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
                          object->instance = returnPtr;
                          object->owns = true;
                          luaL_getmetatable(state, "Texture");
                          lua_setmetatable(state, -2);
                      }
                      else
                      {
                          lua_pushnil(state);
                      }
  
                      return 1;
                  }
              } while (0);
  
              lua_pushstring(state, "lua_Texture_static_create - Failed to match the given parameters to a valid function signature.");
              lua_error(state);
              break;
          }
          default:
          {
              lua_pushstring(state, "Invalid number of parameters (expected 1, 2, 3, 4, 5 or 6).");
              lua_error(state);
              break;
          }
      }
      return 0;
  }
  
  }
  
  #endif // #ifdef MODULE_SCRIPT_ENABLED
  