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glEnable — enable or disable server-side GL capabilities
void glEnable(GLenum cap);
void glDisable(GLenum cap);
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_TESTIf 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_BLENDIf enabled, blend the incoming RGBA color values with the values in the color buffers. See glBlendFunc.
GL_CLIP_PLANEiIf enabled, clip geometry against user-defined clipping plane i. See glClipPlane.
GL_COLOR_LOGIC_OPIf enabled, apply the currently selected logical operation to the incoming RGBA color and color buffer values. See glLogicOp.
GL_COLOR_MATERIALIf enabled, have one or more material parameters track the current color. See glColorMaterial.
GL_COLOR_SUMIf enabled, add the secondary color value to the computed fragment color. See glSecondaryColor.
GL_COLOR_TABLEIf enabled, perform a color table lookup on the incoming RGBA color values. See glColorTable.
GL_CONVOLUTION_1DIf enabled, perform a 1D convolution operation on incoming RGBA color values. See glConvolutionFilter1D.
GL_CONVOLUTION_2DIf enabled, perform a 2D convolution operation on incoming RGBA color values. See glConvolutionFilter2D.
GL_CULL_FACEIf enabled, cull polygons based on their winding in window coordinates. See glCullFace.
GL_DEPTH_TESTIf 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_FOGIf enabled, blend a fog color into the post-texturing color. See glFog.
GL_HISTOGRAMIf enabled, histogram incoming RGBA color values. See glHistogram.
GL_INDEX_LOGIC_OPIf enabled, apply the currently selected logical operation to the incoming index and color buffer indices. See glLogicOp.
GL_LIGHTiIf enabled, include light i in the evaluation of the lighting equation. See glLightModel and glLight.
GL_LIGHTINGIf 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_SMOOTHIf enabled, draw lines with correct filtering. Otherwise, draw aliased lines. See glLineWidth.
GL_LINE_STIPPLEIf enabled, use the current line stipple pattern when drawing lines. See glLineStipple.
GL_MAP1_COLOR_4If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate RGBA values. See glMap1.
GL_MAP1_INDEXIf enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate color indices. See glMap1.
GL_MAP1_NORMALIf enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate normals. See glMap1.
GL_MAP1_TEXTURE_COORD_1If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate s texture coordinates. See glMap1.
GL_MAP1_TEXTURE_COORD_2If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate s and t texture coordinates. See glMap1.
GL_MAP1_TEXTURE_COORD_3If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate s, t, and r texture coordinates. See glMap1.
GL_MAP1_TEXTURE_COORD_4If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate s, t, r, and q texture coordinates. See glMap1.
GL_MAP1_VERTEX_3If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate x, y, and z vertex coordinates. See glMap1.
GL_MAP1_VERTEX_4If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate homogeneous x, y, z, and w vertex coordinates. See glMap1.
GL_MAP2_COLOR_4If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate RGBA values. See glMap2.
GL_MAP2_INDEXIf enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate color indices. See glMap2.
GL_MAP2_NORMALIf enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate normals. See glMap2.
GL_MAP2_TEXTURE_COORD_1If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s texture coordinates. See glMap2.
GL_MAP2_TEXTURE_COORD_2If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s and t texture coordinates. See glMap2.
GL_MAP2_TEXTURE_COORD_3If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s, t, and r texture coordinates. See glMap2.
GL_MAP2_TEXTURE_COORD_4If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s, t, r, and q texture coordinates. See glMap2.
GL_MAP2_VERTEX_3If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate x, y, and z vertex coordinates. See glMap2.
GL_MAP2_VERTEX_4If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate homogeneous x, y, z, and w vertex coordinates. See glMap2.
GL_MINMAXIf enabled, compute the minimum and maximum values of incoming RGBA color values. See glMinmax.
GL_MULTISAMPLEIf enabled, use multiple fragment samples in computing the final color of a pixel. See glSampleCoverage.
GL_NORMALIZEIf enabled, normal vectors specified with glNormal are scaled to unit length after transformation. See glNormal.
GL_POINT_SMOOTHIf enabled, draw points with proper filtering. Otherwise, draw aliased points. See glPointSize.
GL_POINT_SPRITEIf enabled, calculate texture coordinates for points based on texture environment and point parameter settings. Otherwise texture coordinates are constant across points.
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_SMOOTHIf enabled, draw polygons with proper filtering. Otherwise, draw aliased polygons. For correct antialiased polygons, an alpha buffer is needed and the polygons must be sorted front to back.
GL_POLYGON_STIPPLEIf enabled, use the current polygon stipple pattern when rendering polygons. See glPolygonStipple.
GL_POST_COLOR_MATRIX_COLOR_TABLEIf enabled, perform a color table lookup on RGBA color values after color matrix transformation. See glColorTable.
GL_POST_CONVOLUTION_COLOR_TABLEIf enabled, perform a color table lookup on RGBA color values after convolution. See glColorTable.
GL_RESCALE_NORMALIf enabled, normal vectors specified with glNormal are scaled to unit length after transformation. See glNormal.
GL_SAMPLE_ALPHA_TO_COVERAGEIf enabled, compute a temporary coverage value where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value.
GL_SAMPLE_ALPHA_TO_ONEIf enabled, each sample alpha value is replaced by the maximum representable alpha value.
GL_SAMPLE_COVERAGE
If enabled,
the fragment's coverage is ANDed with the temporary coverage value. If
GL_SAMPLE_COVERAGE_INVERT is set to GL_TRUE, invert the coverage
value.
See glSampleCoverage.
GL_SEPARABLE_2DIf enabled, perform a two-dimensional convolution operation using a separable convolution filter on incoming RGBA color values. See glSeparableFilter2D.
GL_SCISSOR_TESTIf enabled, discard fragments that are outside the scissor rectangle. See glScissor.
GL_STENCIL_TESTIf enabled, do stencil testing and update the stencil buffer. See glStencilFunc and glStencilOp.
GL_TEXTURE_1DIf enabled, one-dimensional texturing is performed (unless two- or three-dimensional or cube-mapped texturing is also enabled). See glTexImage1D.
GL_TEXTURE_2DIf enabled, two-dimensional texturing is performed (unless three-dimensional or cube-mapped texturing is also enabled). See glTexImage2D.
GL_TEXTURE_3DIf enabled, three-dimensional texturing is performed (unless cube-mapped texturing is also enabled). See glTexImage3D.
GL_TEXTURE_CUBE_MAPIf enabled, cube-mapped texturing is performed. See glTexImage2D.
GL_TEXTURE_GEN_QIf 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_RIf 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_SIf 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_TIf 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_PROGRAM_POINT_SIZE
If enabled,
and a vertex shader is active, then the derived point size is taken from the (potentially clipped) shader builtin
gl_PointSize and clamped to the implementation-dependent point size range.
GL_VERTEX_PROGRAM_TWO_SIDEIf enabled, and a vertex shader is active, it specifies that the GL will choose between front and back colors based on the polygon's face direction of which the vertex being shaded is a part. It has no effect on points or lines.
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_MULTISAMPLE,
GL_SAMPLE_ALPHA_TO_COVERAGE,
GL_SAMPLE_ALPHA_TO_ONE,
GL_SAMPLE_COVERAGE,
GL_TEXTURE_CUBE_MAP
are available only if the GL version is 1.3 or greater.
GL_POINT_SPRITE,
GL_VERTEX_PROGRAM_POINT_SIZE, and
GL_VERTEX_PROGRAM_TWO_SIDE
is available only if the GL version is 2.0 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 ARB_imaging is returned
from glGet with an argument of GL_EXTENSIONS.
For OpenGL versions 1.3 and greater, or when 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 glActiveTexture.
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.
glActiveTexture, 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, glTexImage3D
Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.