DragonFly On-Line Manual Pages
GLENABLE() GLENABLE()
NAME
glEnable, glDisable - enable or disable server-side GL capabilities
C SPECIFICATION
void glEnable( GLenum cap )
PARAMETERS
cap Specifies a symbolic constant indicating a GL capability.
C SPECIFICATION
void glDisable( GLenum cap )
PARAMETERS
cap Specifies a symbolic constant indicating a GL capability.
DESCRIPTION
glEnable and glDisable enable and disable various capabilities. Use
glIsEnabled or glGet to determine the current setting of any
capability. The initial value for each capability with the exception of
GL_DITHER is GL_FALSE. The initial value for GL_DITHER is GL_TRUE.
Both glEnable and glDisable take a single argument, cap, which can
assume one of the following values:
GL_ALPHA_TEST If enabled, do alpha testing. See glAlphaFunc.
GL_AUTO_NORMAL If enabled, generate normal vectors when
either GL_MAP2_VERTEX_3 or GL_MAP2_VERTEX_4 is
used to generate vertices. See glMap2.
GL_BLEND If enabled, blend the incoming RGBA color
values with the values in the color buffers.
See glBlendFunc.
GL_CLIP_PLANEi If enabled, clip geometry against user-defined
clipping plane i. See glClipPlane.
GL_COLOR_LOGIC_OP If enabled, apply the currently selected
logical operation to the incoming RGBA color
and color buffer values. See glLogicOp.
GL_COLOR_MATERIAL If enabled, have one or more material
parameters track the current color. See
glColorMaterial.
GL_CULL_FACE If enabled, cull polygons based on their
winding in window coordinates. See
glCullFace.
GL_DEPTH_TEST If enabled, do depth comparisons and update
the depth buffer. Note that even if the depth
buffer exists and the depth mask is non-zero,
the depth buffer is not updated if the depth
test is disabled. See glDepthFunc and
glDepthRange.
GL_DITHER If enabled, dither color components or indices
before they are written to the color buffer.
GL_FOG If enabled, blend a fog color into the
posttexturing color. See glFog.
GL_INDEX_LOGIC_OP If enabled, apply the currently selected
logical operation to the incoming index and
color buffer indices. See
glLogicOp.
GL_LIGHTi If enabled, include light i in the evaluation
of the lighting equation. See glLightModel and
glLight.
GL_LIGHTING If enabled, use the current lighting
parameters to compute the vertex color or
index. Otherwise, simply associate the
current color or index with each vertex. See
glMaterial, glLightModel, and glLight.
GL_LINE_SMOOTH If enabled, draw lines with correct filtering.
Otherwise, draw aliased lines. See
glLineWidth.
GL_LINE_STIPPLE If enabled, use the current line stipple
pattern when drawing lines. See glLineStipple.
GL_MAP1_COLOR_4 If enabled, calls to glEvalCoord1,
glEvalMesh1, and glEvalPoint1 generate RGBA
values. See glMap1.
GL_MAP1_INDEX If enabled, calls to glEvalCoord1,
glEvalMesh1, and glEvalPoint1 generate color
indices. See glMap1.
GL_MAP1_NORMAL If enabled, calls to glEvalCoord1,
glEvalMesh1, and glEvalPoint1 generate
normals. See glMap1.
GL_MAP1_TEXTURE_COORD_1 If enabled, calls to glEvalCoord1,
glEvalMesh1, and glEvalPoint1 generate s
texture coordinates. See glMap1.
GL_MAP1_TEXTURE_COORD_2 If enabled, calls to glEvalCoord1,
glEvalMesh1, and glEvalPoint1 generate s and t
texture coordinates. See glMap1.
GL_MAP1_TEXTURE_COORD_3 If enabled, calls to glEvalCoord1,
glEvalMesh1, and glEvalPoint1 generate s, t,
and r texture coordinates. See glMap1.
GL_MAP1_TEXTURE_COORD_4 If enabled, calls to glEvalCoord1,
glEvalMesh1, and glEvalPoint1 generate s, t,
r, and q texture coordinates. See glMap1.
GL_MAP1_VERTEX_3 If enabled, calls to glEvalCoord1,
glEvalMesh1, and glEvalPoint1 generate x, y,
and z vertex coordinates. See glMap1.
GL_MAP1_VERTEX_4 If enabled, calls to glEvalCoord1,
glEvalMesh1, and glEvalPoint1 generate
homogeneous x, y, z, and w vertex coordinates.
See glMap1.
GL_MAP2_COLOR_4 If enabled, calls to glEvalCoord2,
glEvalMesh2, and glEvalPoint2 generate RGBA
values. See glMap2.
GL_MAP2_INDEX If enabled, calls to glEvalCoord2,
glEvalMesh2, and glEvalPoint2 generate color
indices. See glMap2.
GL_MAP2_NORMAL If enabled, calls to glEvalCoord2,
glEvalMesh2, and glEvalPoint2 generate
normals. See glMap2.
GL_MAP2_TEXTURE_COORD_1 If enabled, calls to glEvalCoord2,
glEvalMesh2, and glEvalPoint2 generate s
texture coordinates. See glMap2.
GL_MAP2_TEXTURE_COORD_2 If enabled, calls to glEvalCoord2,
glEvalMesh2, and glEvalPoint2 generate s and t
texture coordinates. See glMap2.
GL_MAP2_TEXTURE_COORD_3 If enabled, calls to glEvalCoord2,
glEvalMesh2, and glEvalPoint2 generate s, t,
and r texture coordinates. See glMap2.
GL_MAP2_TEXTURE_COORD_4 If enabled, calls to glEvalCoord2,
glEvalMesh2, and glEvalPoint2 generate s, t,
r, and q texture coordinates. See glMap2.
GL_MAP2_VERTEX_3 If enabled, calls to glEvalCoord2,
glEvalMesh2, and glEvalPoint2 generate x, y,
and z vertex coordinates. See glMap2.
GL_MAP2_VERTEX_4 If enabled, calls to glEvalCoord2,
glEvalMesh2, and glEvalPoint2 generate
homogeneous x, y, z, and w vertex coordinates.
See glMap2.
GL_NORMALIZE If enabled, normal vectors specified with
glNormal are scaled to unit length after
transformation. See glNormal.
GL_POINT_SMOOTH If enabled, draw points with proper filtering.
Otherwise, draw aliased points. See
glPointSize.
GL_POLYGON_OFFSET_FILL If enabled, and if the polygon is rendered in
GL_FILL mode, an offset is added to depth
values of a polygon's fragments before the
depth comparison is performed. See
glPolygonOffset.
GL_POLYGON_OFFSET_LINE If enabled, and if the polygon is rendered in
GL_LINE mode, an offset is added to depth
values of a polygon's fragments before the
depth comparison is performed. See
glPolygonOffset.
GL_POLYGON_OFFSET_POINT If enabled, an offset is added to depth values
of a polygon's fragments before the depth
comparison is performed, if the polygon is
rendered in GL_POINT mode. See
glPolygonOffset.
GL_POLYGON_SMOOTH If enabled, draw polygons with proper
filtering. Otherwise, draw aliased polygons.
For correct anti-aliased polygons, an alpha
buffer is needed and the polygons must be
sorted front to back.
GL_POLYGON_STIPPLE If enabled, use the current polygon stipple
pattern when rendering polygons. See
glPolygonStipple.
GL_SCISSOR_TEST If enabled, discard fragments that are outside
the scissor rectangle. See glScissor.
GL_STENCIL_TEST If enabled, do stencil testing and update the
stencil buffer. See glStencilFunc and
glStencilOp.
GL_TEXTURE_1D If enabled, one-dimensional texturing is
performed (unless two-dimensional texturing is
also enabled). See glTexImage1D.
GL_TEXTURE_2D If enabled, two-dimensional texturing is
performed. See glTexImage2D.
GL_TEXTURE_GEN_Q If enabled, the q texture coordinate is
computed using the texture generation function
defined with glTexGen. Otherwise, the current
q texture coordinate is used. See glTexGen.
GL_TEXTURE_GEN_R If enabled, the r texture coordinate is
computed using the texture generation function
defined with glTexGen. Otherwise, the current
r texture coordinate is used. See glTexGen.
GL_TEXTURE_GEN_S If enabled, the s texture coordinate is
computed using the texture generation function
defined with glTexGen. Otherwise, the current
s texture coordinate is used. See glTexGen.
GL_TEXTURE_GEN_T If enabled, the t texture coordinate is
computed using the texture generation function
defined with glTexGen. Otherwise, the current
t texture coordinate is used. See glTexGen.
NOTES
GL_POLYGON_OFFSET_FILL, GL_POLYGON_OFFSET_LINE,
GL_POLYGON_OFFSET_POINT, GL_COLOR_LOGIC_OP, and GL_INDEX_LOGIC_OP are
only available if the GL version is 1.1 or greater.
ERRORS
GL_INVALID_ENUM is generated if cap is not one of the values listed
previously.
GL_INVALID_OPERATION is generated if glEnable or glDisable is executed
between the execution of glBegin and the corresponding execution of
glEnd.
SEE ALSO
glAlphaFunc, glBlendFunc, glClipPlane, glColorMaterial, glCullFace,
glDepthFunc, glDepthRange, glEnableClientState, glFog, glGet,
glIsEnabled, glLight, glLightModel, glLineWidth, glLineStipple,
glLogicOp, glMap1, glMap2, glMaterial, glNormal, glPointSize,
glPolygonMode, glPolygonOffset,
glPolygonStipple, glScissor, glStencilFunc, glStencilOp, glTexGen,
glTexImage1D, glTexImage2D
GLENABLE()