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glEnable(3G)

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NAME    [Toc]    [Back]

       glEnable,  glDisable  -  enable  or disable server-side GL
       capabilities

SYNOPSIS    [Toc]    [Back]

       void glEnable(
               GLenum cap ); void glDisable(
               GLenum cap );

PARAMETERS    [Toc]    [Back]

       Specifies a symbolic constant indicating a GL  capability.

DESCRIPTION    [Toc]    [Back]

       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().

NOTES    [Toc]    [Back]

       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().

ERRORS    [Toc]    [Back]

       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    [Toc]    [Back]

      
      
       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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