glEnable.3gl
Digital Equipment Corporation OpenGL man pages

glEnable.3gl




Name

  glEnable, glDisable -	enable or disable 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.

  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, compute surface normal vectors
			   analytically	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_ARRAY_EXT	   If enabled, colors are taken	from the color array
			   when	glArrayElementEXT or glDrawArraysEXT is
			   called.  See	glColorPointerEXT, glArrayElementEXT
			   and glDrawArraysEXT.

  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.  See glDepthFunc and  glDepthRange.

  GL_DITHER		   If enabled, dither color components or indices
			   before they are written to the color	buffer.

  GL_EDGE_FLAG_ARRAY_EXT   If enabled, edge flags are taken from the edge
			   flags array when glArrayElementEXT or
			   glDrawArraysEXT is called.  See
			   glEdgeFlagPointerEXT, glArrayElementEXT and
			   glDrawArraysEXT.

  GL_FOG		   If enabled, blend a fog color into the
			   posttexturing color.	 See glFog.

  GL_INDEX_ARRAY_EXT	   If enabled, color indexes are taken from the	color
			   index array when glArrayElementEXT or
			   glDrawArraysEXT is called.  See glIndexPointerEXT,
			   glArrayElementEXT and glDrawArraysEXT.

  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_LOGIC_OP		   If enabled, apply the currently selected logical
			   operation to	the incoming and color buffer
			   indices.  See glLogicOp.

  GL_MAP1_COLOR_4	   If enabled, calls to	glEvalCoord1, glEvalMesh1,
			   and glEvalPoint1 will generate RGBA values.	See
			   glMap1.

  GL_MAP1_INDEX		   If enabled, calls to	glEvalCoord1, glEvalMesh1,
			   and glEvalPoint1 will generate color	indices.  See
			   glMap1.

  GL_MAP1_NORMAL	   If enabled, calls to	glEvalCoord1, glEvalMesh1,
			   and glEvalPoint1 will generate normals.  See
			   glMap1.

  GL_MAP1_TEXTURE_COORD_1  If enabled, calls to	glEvalCoord1, glEvalMesh1,
			   and glEvalPoint1 will generate s texture
			   coordinates.	 See glMap1.

  GL_MAP1_TEXTURE_COORD_2  If enabled, calls to	glEvalCoord1, glEvalMesh1,
			   and glEvalPoint1 will generate s and	t texture
			   coordinates.	 See glMap1.

  GL_MAP1_TEXTURE_COORD_3  If enabled, calls to	glEvalCoord1, glEvalMesh1,
			   and glEvalPoint1 will generate s, t,	and r texture
			   coordinates.	 See glMap1.

  GL_MAP1_TEXTURE_COORD_4  If enabled, calls to	glEvalCoord1, glEvalMesh1,
			   and glEvalPoint1 will generate s, t,	r, and q
			   texture coordinates.	 See glMap1.

  GL_MAP1_VERTEX_3	   If enabled, calls to	glEvalCoord1, glEvalMesh1,
			   and glEvalPoint1 will generate will generate	x, y,
			   and z vertex	coordinates.  See glMap1.

  GL_MAP1_VERTEX_4	   If enabled, calls to	glEvalCoord1, glEvalMesh1,
			   and glEvalPoint1 will generate homogeneous x, y,
			   z, and w vertex coordinates.	 See glMap1.

  GL_MAP2_COLOR_4	   If enabled, calls to	glEvalCoord2, glEvalMesh2,
			   and glEvalPoint2 will generate RGBA values.	See
			   glMap2.

  GL_MAP2_INDEX		   If enabled, calls to	glEvalCoord2, glEvalMesh2,
			   and glEvalPoint2 will generate color	indices.  See
			   glMap2.

  GL_MAP2_NORMAL	   If enabled, calls to	glEvalCoord2, glEvalMesh2,
			   and glEvalPoint2 will generate normals.  See
			   glMap2.

  GL_MAP2_TEXTURE_COORD_1  If enabled, calls to	glEvalCoord2, glEvalMesh2,
			   and glEvalPoint2 will generate s texture
			   coordinates.	 See glMap2.

  GL_MAP2_TEXTURE_COORD_2  If enabled, calls to	glEvalCoord2, glEvalMesh2,
			   and glEvalPoint2 will generate s and	t texture
			   coordinates.	 See glMap2.

  GL_MAP2_TEXTURE_COORD_3  If enabled, calls to	glEvalCoord2, glEvalMesh2,
			   and glEvalPoint2 will generate s, t,	and r texture
			   coordinates.	 See glMap2.

  GL_MAP2_TEXTURE_COORD_4  If enabled, calls to	glEvalCoord2, glEvalMesh2,
			   and glEvalPoint2 will generate s, t,	r, and q
			   texture coordinates.	 See glMap2.

  GL_MAP2_VERTEX_3	   If enabled, calls to	glEvalCoord2, glEvalMesh2,
			   and glEvalPoint2 will generate will generate	x, y,
			   and z vertex	coordinates.  See glMap2.

  GL_MAP2_VERTEX_4	   If enabled, calls to	glEvalCoord2, glEvalMesh2,
			   and glEvalPoint2 will generate homogeneous x, y,
			   z, and w vertex coordinates.	 See glMap2.

  GL_NORMAL_ARRAY_EXT	   If enabled, normals are taken from the normal
			   array when glArrayElementEXT	or glDrawArraysEXT is
			   called.  See	glNormalPointerEXT, glArrayElementEXT
			   and glDrawArraysEXT.

  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_SMOOTH	   If enabled, draw polygons with proper filtering.
			   Otherwise, draw aliased polygons.  See
			   glPolygonMode.

  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_COORD_ARRAY_EXT
			   If enabled, texture coordinates are taken from the
			   texture coordinates array when glArrayElementEXT
			   or glDrawArraysEXT is called.  See
			   glTexCoordPointerEXT, glArrayElementEXT and
			   glDrawArraysEXT.

  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_VERTEX_ARRAY_EXT	   If enabled, vertexes	are taken from the vertex
			   array when glArrayElementEXT	or glDrawArraysEXT is
			   called.  See	glVertexPointerEXT, glArrayElementEXT
			   and glDrawArraysEXT.

Errors

  GL_INVALID_ENUM is generated if cap is not one of the	values listed above.

  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, glFog, glGet, glIsEnabled,	glLight,
  glLightModel,	glLineWidth, glLineStipple, glLogicOp, glMap1, glMap2,
  glMaterial, glNormal,	glPointSize, glPolygonMode, glPolygonStipple,
  glScissor, glStencilFunc, glStencilOp, glTexGen, glTexImage1D, glTexImage2D




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Last Edited: Fri Dec 6 11:18:03 EST 1996 by AFV
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