glEnable, glDisable
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.
- 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_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_FOG
-
If enabled, blend a fog color into the posttexturing color.
See glFog.
- 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 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
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
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_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 patttern 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_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.
ERRORS
GL_INVALID_ENUM is generated if cap is not one of the values
listed above.
GL_INVALID_OPERATION is generated if glEnable is called
between a call to glBegin and the
corresponding call to 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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© 1995 Uwe Behrens. All rights reserved.