MirOS Manual: glDisable(3), glEnable(3)


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NAME

     glEnable, glDisable - enable or disable server-side GL capa-
     bilities

C SPECIFICATION

     void glEnable( GLenum cap )

PARAMETERS

     cap  Specifies a symbolic constant indicating a GL capabil-
          ity.

C SPECIFICATION

     void glDisable( GLenum cap )

PARAMETERS

     cap  Specifies a symbolic constant indicating a GL capabil-
          ity.

DESCRIPTION

     glEnable and glDisable enable and disable various capabili-
     ties. Use glIsEnabled or glGet to determine the current set-
     ting of any capability. The initial value for each capabil-
     ity 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 gen-
                              erate 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.

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     GL_COLOR_MATERIAL        If enabled, have one or more
                              material parameters track the
                              current color. See glColorMaterial.

     GL_COLOR_TABLE           If enabled, preform a color table
                              lookup on the incoming RGBA color
                              values. See glColorTable.

     GL_CONVOLUTION_1D        If enabled, perform a 1D convolu-
                              tion operation on incoming RGBA
                              color values. See
                              glConvolutionFilter1D.

     GL_CONVOLUTION_2D        If enabled, perform a 2D convolu-
                              tion operation on incoming RGBA
                              color values. See
                              glConvolutionFilter2D.

     GL_CULL_FACE             If enabled, cull polygons based on
                              their winding in window coordi-
                              nates. 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 dis-
                              abled. 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_HISTOGRAM             If enabled, histogram incoming RGBA
                              color values. See glHistogram.

     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 equa-
                              tion. See glLightModel and glLight.

     GL_LIGHTING              If enabled, use the current

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                              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 gen-
                              erate RGBA values. See glMap1.

     GL_MAP1_INDEX            If enabled, calls to glEvalCoord1,
                              glEvalMesh1, and glEvalPoint1 gen-
                              erate color indices. See glMap1.

     GL_MAP1_NORMAL           If enabled, calls to glEvalCoord1,
                              glEvalMesh1, and glEvalPoint1 gen-
                              erate normals. See glMap1.

     GL_MAP1_TEXTURE_COORD_1  If enabled, calls to glEvalCoord1,
                              glEvalMesh1, and glEvalPoint1 gen-
                              erate s texture coordinates. See
                              glMap1.

     GL_MAP1_TEXTURE_COORD_2  If enabled, calls to glEvalCoord1,
                              glEvalMesh1, and glEvalPoint1 gen-
                              erate s and t texture coordinates.
                              See glMap1.

     GL_MAP1_TEXTURE_COORD_3  If enabled, calls to glEvalCoord1,
                              glEvalMesh1, and glEvalPoint1 gen-
                              erate s, t, and r texture coordi-
                              nates. See glMap1.

     GL_MAP1_TEXTURE_COORD_4  If enabled, calls to glEvalCoord1,
                              glEvalMesh1, and glEvalPoint1 gen-
                              erate s, t, r, and q texture coor-
                              dinates. See glMap1.

     GL_MAP1_VERTEX_3         If enabled, calls to glEvalCoord1,
                              glEvalMesh1, and glEvalPoint1 gen-
                              erate x, y, and z vertex coordi-
                              nates. See glMap1.

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

     GL_MAP2_COLOR_4          If enabled, calls to glEvalCoord2,
                              glEvalMesh2, and glEvalPoint2 gen-
                              erate RGBA values. See glMap2.

     GL_MAP2_INDEX            If enabled, calls to glEvalCoord2,
                              glEvalMesh2, and glEvalPoint2 gen-
                              erate color indices. See glMap2.

     GL_MAP2_NORMAL           If enabled, calls to glEvalCoord2,
                              glEvalMesh2, and glEvalPoint2 gen-
                              erate normals. See glMap2.

     GL_MAP2_TEXTURE_COORD_1  If enabled, calls to glEvalCoord2,
                              glEvalMesh2, and glEvalPoint2 gen-
                              erate s texture coordinates. See
                              glMap2.

     GL_MAP2_TEXTURE_COORD_2  If enabled, calls to glEvalCoord2,
                              glEvalMesh2, and glEvalPoint2 gen-
                              erate s and t texture coordinates.
                              See glMap2.

     GL_MAP2_TEXTURE_COORD_3  If enabled, calls to glEvalCoord2,
                              glEvalMesh2, and glEvalPoint2 gen-
                              erate s, t, and r texture coordi-
                              nates. See glMap2.

     GL_MAP2_TEXTURE_COORD_4  If enabled, calls to glEvalCoord2,
                              glEvalMesh2, and glEvalPoint2 gen-
                              erate s, t, r, and q texture coor-
                              dinates. See glMap2.

     GL_MAP2_VERTEX_3         If enabled, calls to glEvalCoord2,
                              glEvalMesh2, and glEvalPoint2 gen-
                              erate x, y, and z vertex coordi-
                              nates. See glMap2.

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

     GL_MINMAX                If enabled, compute the minimum and
                              maximum values of incoming RGBA
                              color values. See glMinmax.

     GL_NORMALIZE             If enabled, normal vectors

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                              specified with glNormal are scaled
                              to unit length after transforma-
                              tion. 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 frag-
                              ments 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_POST_COLOR_MATRIX_COLOR_TABLE
                              If enabled, preform a color table
                              lookup on RGBA color values after
                              color matrix transformation. See
                              glColorTable.

     GL_POST_CONVOLUTION_COLOR_TABLE
                              If enabled, preform a color table
                              lookup on RGBA color values after
                              convolution. See glColorTable.

     GL_RESCALE_NORMAL        If enabled, normal vectors

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                              specified with glNormal are scaled
                              to unit length after transforma-
                              tion. See glNormal.

     GL_SEPARABLE_2D          If enabled, perform a two-
                              dimensional convolution operation
                              using a separable convolution
                              filter on incoming RGBA color
                              values. See glSeparableFilter2D.

     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 textur-
                              ing is performed (unless two- or
                              three-dimensional texturing is also
                              enabled). See glTexImage1D.

     GL_TEXTURE_2D            If enabled, two-dimensional textur-
                              ing is performed (unless three-
                              dimensional texturing is also
                              enabled). See glTexImage2D.

     GL_TEXTURE_3D            If enabled, three-dimensional tex-
                              turing is performed. See
                              glTexImage3D.

     GL_TEXTURE_GEN_Q         If enabled, the q texture coordi-
                              nate 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 coordi-
                              nate 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 coordi-
                              nate is computed using the texture
                              generation function defined with
                              glTexGen. Otherwise, the current s
                              texture coordinate is used. See
                              glTexGen.

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     GL_TEXTURE_GEN_T         If enabled, the t texture coordi-
                              nate is computed using the texture
                              generation function defined with
                              glTexGen. Otherwise, the current t
                              texture coordinate is used. See
                              glTexGen.

NOTES

     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 tex-
     ture unit specified with glActiveTextureARB.

ERRORS

     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

     glActiveTextureARB(3G), glAlphaFunc(3G), glBlendFunc(3G),
     glClipPlane(3G), glColorMaterial(3G), glCullFace(3G),
     glDepthFunc(3G), glDepthRange(3G), glEnableClientState(3G),
     glFog(3G), glGet(3G), glIsEnabled(3G), glLight(3G),
     glLightModel(3G), glLineWidth(3G), glLineStipple(3G),
     glLogicOp(3G), glMap1(3G), glMap2(3G), glMaterial(3G),
     glNormal(3G), glPointSize(3G), glPolygonMode(3G),
     glPolygonOffset(3G), glPolygonStipple(3G), glScissor(3G),
     glStencilFunc(3G), glStencilOp(3G), glTexGen(3G),
     glTexImage1D(3G), glTexImage2D(3G), glTexImage3D(3G)

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