glEnable, glDisable - enable or disable server-side GL
capabilities
void glEnable(
GLenum cap ); void glDisable(
GLenum 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: If
enabled, do alpha testing. See glAlphaFunc(). If enabled,
generate normal vectors when either GL_MAP2_VERTEX_3 or
GL_MAP2_VERTEX_4 is used to generate vertices. See
glMap2(). If enabled, blend the incoming RGBA color values
with the values in the color buffers. See glBlendFunc().
If enabled, clip geometry against user-defined
clipping plane i. See glClipPlane(). If enabled, apply
the currently selected logical operation to the incoming
RGBA color and color buffer values. See glLogicOp(). If
enabled, have one or more material parameters track the
current color. See glColorMaterial(). If enabled, preform
a color table lookup on the incoming RGBA color values.
See glColorTable(). If enabled, perform a 1D convolution
operation on incoming RGBA color values. See glConvolutionFilter1D().
If enabled, perform a 2D convolution
operation on incoming RGBA color values. See glConvolutionFilter2D().
If enabled, cull polygons based on their
winding in window coordinates. See glCullFace(). 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(). If enabled, dither color components or
indices before they are written to the color buffer. If
enabled, blend a fog color into the posttexturing color.
See glFog(). If enabled, histogram incoming RGBA color
values. See glHistogram(). If enabled, apply the currently
selected logical operation to the incoming index
and color buffer indices. See glLogicOp(). If enabled,
include light i in the evaluation of the lighting equation.
See glLightModel() and glLight(). 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(). If enabled, draw lines
with correct filtering. Otherwise, draw aliased lines. See
glLineWidth(). If enabled, use the current line stipple
pattern when drawing lines. See glLineStipple(). If
enabled, calls to glEvalCoord1(), glEvalMesh1(), and glEvalPoint1()
generate RGBA values. See glMap1(). If
enabled, calls to glEvalCoord1(), glEvalMesh1(), and
glEvalPoint1() generate color indices. See glMap1(). If
enabled, calls to glEvalCoord1(), glEvalMesh1(), and glEvalPoint1()
generate normals. See glMap1(). If enabled,
calls to glEvalCoord1(), glEvalMesh1(), and glEvalPoint1()
generate s texture coordinates. See glMap1(). If enabled,
calls to glEvalCoord1(), glEvalMesh1(), and glEvalPoint1()
generate s and t texture coordinates. See glMap1(). If
enabled, calls to glEvalCoord1(), glEvalMesh1(), and glEvalPoint1()
generate s, t, and r texture coordinates. See
glMap1(). If enabled, calls to glEvalCoord1(), glEvalMesh1(),
and glEvalPoint1() generate s, t, r, and q
texture coordinates. See glMap1(). If enabled, calls to
glEvalCoord1(), glEvalMesh1(), and glEvalPoint1() generate
x, y, and z vertex coordinates. See glMap1(). If enabled,
calls to glEvalCoord1(), glEvalMesh1(), and glEvalPoint1()
generate homogeneous x, y, z, and w vertex coordinates.
See glMap1(). If enabled, calls to glEvalCoord2(), glEvalMesh2(),
and glEvalPoint2() generate RGBA values. See
glMap2(). If enabled, calls to glEvalCoord2(), glEvalMesh2(),
and glEvalPoint2() generate color indices. See
glMap2(). If enabled, calls to glEvalCoord2(), glEvalMesh2(),
and glEvalPoint2() generate normals. See
glMap2(). If enabled, calls to glEvalCoord2(), glEvalMesh2(),
and glEvalPoint2() generate s texture coordinates.
See glMap2(). If enabled, calls to glEvalCoord2(),
glEvalMesh2(), and glEvalPoint2() generate s and t texture
coordinates. See glMap2(). If enabled, calls to glEvalCoord2(),
glEvalMesh2(), and glEvalPoint2() generate s, t,
and r texture coordinates. See glMap2(). If enabled,
calls to glEvalCoord2(), glEvalMesh2(), and glEvalPoint2()
generate s, t, r, and q texture coordinates. See glMap2().
If enabled, calls to glEvalCoord2(), glEvalMesh2(), and
glEvalPoint2() generate x, y, and z vertex coordinates.
See glMap2(). If enabled, calls to glEvalCoord2(), glEvalMesh2(),
and glEvalPoint2() generate homogeneous x, y,
z, and w vertex coordinates. See glMap2(). If enabled,
compute the minimum and maximum values of incoming RGBA
color values. See glMinmax(). If enabled, normal vectors
specified with glNormal() are scaled to unit length after
transformation. See glNormal(). If enabled, draw points
with proper filtering. Otherwise, draw aliased points. See
glPointSize(). 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(). 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(). 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().
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. If enabled, use the current
polygon stipple pattern when rendering polygons. See
glPolygonStipple(). If enabled, preform a color table
lookup on RGBA color values after color matrix transformation.
See glColorTable(). If enabled, preform a color
table lookup on RGBA color values after convolution. See
glColorTable(). If enabled, normal vectors specified with
glNormal() are scaled to unit length after transformation.
See glNormal(). If enabled, perform a two-dimensional
convolution operation using a separable convolution filter
on incoming RGBA color values. See glSeparableFilter2D().
If enabled, discard fragments that are outside the scissor
rectangle. See glScissor(). If enabled, do stencil testing
and update the stencil buffer. See glStencilFunc() and
glStencilOp(). If enabled, one-dimensional texturing is
performed (unless two- or three-dimensional texturing is
also enabled). See glTexImage1D(). If enabled, two-dimensional
texturing is performed (unless three-dimensional
texturing is also enabled). See glTexImage2D(). If
enabled, three-dimensional texturing is performed. See
glTexImage3D(). 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(). 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(). 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().
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 available only if the GL version is 1.1 or greater.
GL_RESCALE_NORMAL, and GL_TEXTURE_3D are available only if
the GL version is 1.2 or greater.
GL_COLOR_TABLE, GL_CONVOLUTION_1D, GL_CONVOLUTION_2D,
GL_HISTOGRAM, GL_MINMAX, GL_POST_COLOR_MATRIX_COLOR_TABLE,
GL_POST_CONVOLUTION_COLOR_TABLE, and GL_SEPARABLE_2D are
available only if GL_ARB_imaging is returned from glGet()
with an argument of GL_EXTENSIONS.
If GL_ARB_multitexture is supported, GL_TEXTURE_1D,
GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_GEN_S, GL_TEXTURE_GEN_T,
GL_TEXTURE_GEN_R, and GL_TEXTURE_GEN_Q enable
or disable the respective state for the active texture
unit specified with glActiveTextureARB().
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().
glActiveTextureARB(3), glAlphaFunc(3), glBlendFunc(3),
glClipPlane(3), glColorMaterial(3), glCullFace(3),
glDepthFunc(3), glDepthRange(3), glEnableClientState(3),
glFog(3), glGet(3), glIsEnabled(3), glLight(3), glLightModel(3), glLineWidth(3), glLineStipple(3), glLogicOp(3),
glMap1(3), glMap2(3), glMaterial(3), glNormal(3), glPointSize(3), glPolygonMode(3), glPolygonOffset(3), glPolygonStipple(3), glScissor(3), glStencilFunc(3), glStencilOp(3), glTexGen(3), glTexImage1D(3), glTexImage2D(3),
glTexImage3D(3)
glEnable(3G)
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