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glEnable, glDisable - enable or disable server-side GL capabilities
void glEnable( GLenum cap )
- cap
- Specifies a symbolic constant indicating a GL capability.
void glDisable( GLenum cap )
- cap
- Specifies a symbolic constant indicating a GL capability.
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.
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.
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.
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
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