So, the LuaGL we currently have is not very suited for modern OpenGL, for example, use shaders. It has some pitfals regarding moving data **from** and **to** OpenGL, and an overcomplicated code.
I'm writing a bind (which I'm using the same name: LuaGL) using only the functions describeds at the **OpenGL 4.5 API Reference Card**. My objective is to make it available for OpenGL 3.0 to 4.5. I will not put deprecated functions such "glBegin", "glEnd". So, to draw, you can use shaders.
I'm solving the problem of passing data to and from Lua-side with the implementation of two custom functions gl.DataToTable and gl.TableToData. With these two functions you can convert a table of vertex to a string (remember that you can store binary data in Lua's strings) and pass to gl.BufferData().
It is still a novice project, but is growing fast (I'm in dependence of this project to be done).