1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505
|
'\" et
'\"! eqn|tbl | mmdoc
'\"macro stdmacro
.ds Vn Version 1.2
.ds Dt 24 September 1999
.ds Re Release 1.2.1
.ds Dp Jan 14 18:30
.ds Dm 01 enable.gl
.ds Xs 48946 14 enable.gl
.TH GLENABLE 3G
.SH NAME
.B "glEnable, glDisable
\- enable or disable server-side GL capabilities
.SH C SPECIFICATION
void \f3glEnable\fP(
GLenum \fIcap\fP )
.nf
.fi
.SH PARAMETERS
.TP \w'\f2cap\fP\ \ 'u
\f2cap\fP
Specifies a symbolic constant indicating a GL capability.
.SH C SPECIFICATION
void \f3glDisable\fP(
GLenum \fIcap\fP )
.nf
.fi
.SH PARAMETERS
.TP
\f2cap\fP
Specifies a symbolic constant indicating a GL capability.
.SH DESCRIPTION
\%\f3glEnable\fP and \%\f3glDisable\fP enable and disable various capabilities.
Use \%\f3glIsEnabled\fP or \%\f3glGet\fP to determine the current setting
of any capability. The initial value for each capability with the
exception of \%\f3GL_DITHER\fP is \%\f3GL_FALSE\fP. The initial value for
\%\f3GL_DITHER\fP is \%\f3GL_TRUE\fP.
.P
Both \%\f3glEnable\fP and \%\f3glDisable\fP take a single argument, \f2cap\fP,
which can assume one of the following values:
.TP 25
\%\f3GL_ALPHA_TEST\fP
If enabled,
do alpha testing. See
\%\f3glAlphaFunc\fP.
.TP
\%\f3GL_AUTO_NORMAL\fP
If enabled,
generate normal vectors when either
\%\f3GL_MAP2_VERTEX_3\fP or
\%\f3GL_MAP2_VERTEX_4\fP is used to generate vertices.
See \%\f3glMap2\fP.
.TP
\%\f3GL_BLEND\fP
If enabled,
blend the incoming RGBA color values with the values in the color
buffers. See \%\f3glBlendFunc\fP.
.TP
\%\f3GL_CLIP_PLANE\fP\f2i\fP
If enabled,
clip geometry against user-defined clipping plane \f2i\fP.
See \%\f3glClipPlane\fP.
.TP
\%\f3GL_COLOR_LOGIC_OP\fP
If enabled,
apply the currently selected logical operation to the incoming RGBA
color and color buffer values. See \%\f3glLogicOp\fP.
.TP
\%\f3GL_COLOR_MATERIAL\fP
If enabled,
have one or more material parameters track the current color.
See \%\f3glColorMaterial\fP.
.TP
\%\f3GL_COLOR_TABLE\fP
If enabled,
preform a color table lookup on the incoming RGBA color values.
See \%\f3glColorTable\fP.
.TP
\%\f3GL_CONVOLUTION_1D\fP
If enabled,
perform a 1D convolution operation on incoming RGBA color values.
See \%\f3glConvolutionFilter1D\fP.
.TP
\%\f3GL_CONVOLUTION_2D\fP
If enabled,
perform a 2D convolution operation on incoming RGBA color values.
See \%\f3glConvolutionFilter2D\fP.
.TP
\%\f3GL_CULL_FACE\fP
If enabled,
cull polygons based on their winding in window coordinates.
See \%\f3glCullFace\fP.
.TP
\%\f3GL_DEPTH_TEST\fP
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
\%\f3glDepthFunc\fP and
.br
\%\f3glDepthRange\fP.
.TP
\%\f3GL_DITHER\fP
If enabled,
dither color components or indices before they are written to the
color buffer.
.TP
\%\f3GL_FOG\fP
If enabled,
blend a fog color into the posttexturing color.
See \%\f3glFog\fP.
.TP
\%\f3GL_HISTOGRAM\fP
If enabled,
histogram incoming RGBA color values.
See \%\f3glHistogram\fP.
.TP
\%\f3GL_INDEX_LOGIC_OP\fP
If enabled,
apply the currently selected logical operation to the incoming index and color
buffer indices. See
.br
\%\f3glLogicOp\fP.
.TP
\%\f3GL_LIGHT\fP\f2i\fP
If enabled,
include light \f2i\fP in the evaluation of the lighting
equation. See \%\f3glLightModel\fP and \%\f3glLight\fP.
.TP
\%\f3GL_LIGHTING\fP
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
.br
\%\f3glMaterial\fP, \%\f3glLightModel\fP, and \%\f3glLight\fP.
.TP
\%\f3GL_LINE_SMOOTH\fP
If enabled,
draw lines with correct filtering.
Otherwise,
draw aliased lines.
See \%\f3glLineWidth\fP.
.TP
\%\f3GL_LINE_STIPPLE\fP
If enabled,
use the current line stipple pattern when drawing lines. See
\%\f3glLineStipple\fP.
.TP
\%\f3GL_MAP1_COLOR_4\fP
If enabled,
calls to
\%\f3glEvalCoord1\fP,
\%\f3glEvalMesh1\fP, and
\%\f3glEvalPoint1\fP generate RGBA values.
See \%\f3glMap1\fP.
.TP
\%\f3GL_MAP1_INDEX\fP
If enabled,
calls to
\%\f3glEvalCoord1\fP,
\%\f3glEvalMesh1\fP, and
\%\f3glEvalPoint1\fP generate color indices.
See \%\f3glMap1\fP.
.TP
\%\f3GL_MAP1_NORMAL\fP
If enabled,
calls to
\%\f3glEvalCoord1\fP,
\%\f3glEvalMesh1\fP, and
\%\f3glEvalPoint1\fP generate normals.
See \%\f3glMap1\fP.
.TP
\%\f3GL_MAP1_TEXTURE_COORD_1\fP
If enabled,
calls to
\%\f3glEvalCoord1\fP,
\%\f3glEvalMesh1\fP, and
\%\f3glEvalPoint1\fP generate
\f2s\fP
texture coordinates.
See \%\f3glMap1\fP.
.TP
\%\f3GL_MAP1_TEXTURE_COORD_2\fP
If enabled,
calls to
\%\f3glEvalCoord1\fP,
\%\f3glEvalMesh1\fP, and
\%\f3glEvalPoint1\fP generate
\f2s\fP and
\f2t\fP texture coordinates.
See \%\f3glMap1\fP.
.TP
\%\f3GL_MAP1_TEXTURE_COORD_3\fP
If enabled,
calls to
\%\f3glEvalCoord1\fP,
\%\f3glEvalMesh1\fP, and
\%\f3glEvalPoint1\fP generate
\f2s\fP,
\f2t\fP, and
\f2r\fP texture coordinates.
See \%\f3glMap1\fP.
.TP
\%\f3GL_MAP1_TEXTURE_COORD_4\fP
If enabled,
calls to
\%\f3glEvalCoord1\fP,
\%\f3glEvalMesh1\fP, and
\%\f3glEvalPoint1\fP generate
\f2s\fP,
\f2t\fP,
\f2r\fP, and
\f2q\fP texture coordinates.
See \%\f3glMap1\fP.
.TP
\%\f3GL_MAP1_VERTEX_3\fP
If enabled,
calls to
\%\f3glEvalCoord1\fP,
\%\f3glEvalMesh1\fP, and
\%\f3glEvalPoint1\fP generate
\f2x\fP, \f2y\fP, and \f2z\fP vertex coordinates.
See \%\f3glMap1\fP.
.TP
\%\f3GL_MAP1_VERTEX_4\fP
If enabled,
calls to
\%\f3glEvalCoord1\fP,
\%\f3glEvalMesh1\fP, and
\%\f3glEvalPoint1\fP generate
homogeneous
\f2x\fP,
\f2y\fP,
\f2z\fP, and
\f2w\fP vertex coordinates.
See \%\f3glMap1\fP.
.TP
\%\f3GL_MAP2_COLOR_4\fP
If enabled,
calls to
\%\f3glEvalCoord2\fP,
\%\f3glEvalMesh2\fP, and
\%\f3glEvalPoint2\fP generate RGBA values.
See \%\f3glMap2\fP.
.TP
\%\f3GL_MAP2_INDEX\fP
If enabled,
calls to
\%\f3glEvalCoord2\fP,
\%\f3glEvalMesh2\fP, and
\%\f3glEvalPoint2\fP generate color indices.
See \%\f3glMap2\fP.
.TP
\%\f3GL_MAP2_NORMAL\fP
If enabled,
calls to
\%\f3glEvalCoord2\fP,
\%\f3glEvalMesh2\fP, and
\%\f3glEvalPoint2\fP generate normals.
See \%\f3glMap2\fP.
.TP
\%\f3GL_MAP2_TEXTURE_COORD_1\fP
If enabled,
calls to
\%\f3glEvalCoord2\fP,
\%\f3glEvalMesh2\fP, and
\%\f3glEvalPoint2\fP generate
\f2s\fP
texture coordinates.
See \%\f3glMap2\fP.
.TP
\%\f3GL_MAP2_TEXTURE_COORD_2\fP
If enabled,
calls to
\%\f3glEvalCoord2\fP,
\%\f3glEvalMesh2\fP, and
\%\f3glEvalPoint2\fP generate
\f2s\fP and
\f2t\fP texture coordinates.
See \%\f3glMap2\fP.
.TP
\%\f3GL_MAP2_TEXTURE_COORD_3\fP
If enabled,
calls to
\%\f3glEvalCoord2\fP,
\%\f3glEvalMesh2\fP, and
\%\f3glEvalPoint2\fP generate
\f2s\fP,
\f2t\fP, and
\f2r\fP texture coordinates.
See \%\f3glMap2\fP.
.TP
\%\f3GL_MAP2_TEXTURE_COORD_4\fP
If enabled,
calls to
\%\f3glEvalCoord2\fP,
\%\f3glEvalMesh2\fP, and
\%\f3glEvalPoint2\fP generate
\f2s\fP,
\f2t\fP,
\f2r\fP, and
\f2q\fP texture coordinates.
See \%\f3glMap2\fP.
.TP
\%\f3GL_MAP2_VERTEX_3\fP
If enabled,
calls to
\%\f3glEvalCoord2\fP,
\%\f3glEvalMesh2\fP, and
\%\f3glEvalPoint2\fP generate
\f2x\fP, \f2y\fP, and \f2z\fP vertex coordinates.
See \%\f3glMap2\fP.
.TP
\%\f3GL_MAP2_VERTEX_4\fP
If enabled,
calls to
\%\f3glEvalCoord2\fP,
\%\f3glEvalMesh2\fP, and
\%\f3glEvalPoint2\fP generate
homogeneous
\f2x\fP,
\f2y\fP,
\f2z\fP, and
\f2w\fP vertex coordinates.
See \%\f3glMap2\fP.
.TP
\%\f3GL_MINMAX\fP
If enabled,
compute the minimum and maximum values of incoming RGBA color values.
See \%\f3glMinmax\fP.
.TP
\%\f3GL_NORMALIZE\fP
If enabled,
normal vectors specified with \%\f3glNormal\fP are scaled to unit length
after transformation. See \%\f3glNormal\fP.
.TP
\%\f3GL_POINT_SMOOTH\fP
If enabled,
draw points with proper filtering.
Otherwise,
draw aliased points.
See \%\f3glPointSize\fP.
.TP
\%\f3GL_POLYGON_OFFSET_FILL\fP
If enabled, and if the polygon is rendered in
\%\f3GL_FILL\fP mode, an offset is added to depth values of a polygon's
fragments before the depth comparison is performed.
See \%\f3glPolygonOffset\fP.
.TP
\%\f3GL_POLYGON_OFFSET_LINE\fP
If enabled, and if the polygon is rendered in
\%\f3GL_LINE\fP mode, an offset is added to depth values of a polygon's
fragments before the depth comparison is performed. See \%\f3glPolygonOffset\fP.
.TP
\%\f3GL_POLYGON_OFFSET_POINT\fP
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
\%\f3GL_POINT\fP mode. See \%\f3glPolygonOffset\fP.
.TP
\%\f3GL_POLYGON_SMOOTH\fP
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.
.TP
\%\f3GL_POLYGON_STIPPLE\fP
If enabled,
use the current polygon stipple pattern when rendering
polygons. See \%\f3glPolygonStipple\fP.
.TP
\%\f3GL_POST_COLOR_MATRIX_COLOR_TABLE\fP
If enabled,
preform a color table lookup on RGBA color values after color matrix
transformation.
See \%\f3glColorTable\fP.
.TP
\%\f3GL_POST_CONVOLUTION_COLOR_TABLE\fP
If enabled,
preform a color table lookup on RGBA color values after convolution.
See \%\f3glColorTable\fP.
.TP
\%\f3GL_RESCALE_NORMAL\fP
If enabled, normal vectors specified with \%\f3glNormal\fP are scaled to
unit length after transformation. See \%\f3glNormal\fP.
.TP
\%\f3GL_SEPARABLE_2D\fP
If enabled, perform a two-dimensional convolution operation using a separable
convolution filter on incoming RGBA color values.
See \%\f3glSeparableFilter2D\fP.
.TP
\%\f3GL_SCISSOR_TEST\fP
If enabled,
discard fragments that are outside the scissor rectangle.
See \%\f3glScissor\fP.
.TP
\%\f3GL_STENCIL_TEST\fP
If enabled,
do stencil testing and update the stencil buffer.
See \%\f3glStencilFunc\fP and \%\f3glStencilOp\fP.
.TP
\%\f3GL_TEXTURE_1D\fP
If enabled, one-dimensional texturing is performed
(unless two- or three-dimensional texturing is also enabled).
See \%\f3glTexImage1D\fP.
.TP
\%\f3GL_TEXTURE_2D\fP
If enabled, two-dimensional texturing is performed
(unless three-dimensional texturing is also enabled). See \%\f3glTexImage2D\fP.
.TP
\%\f3GL_TEXTURE_3D\fP
If enabled, three-dimensional texturing is performed. See \%\f3glTexImage3D\fP.
.TP
\%\f3GL_TEXTURE_GEN_Q\fP
If enabled,
the \f2q\fP texture coordinate is computed using
the texture generation function defined with \%\f3glTexGen\fP.
Otherwise, the current \f2q\fP texture coordinate is used.
See \%\f3glTexGen\fP.
.TP
\%\f3GL_TEXTURE_GEN_R\fP
If enabled,
the \f2r\fP texture coordinate is computed using
the texture generation function defined with \%\f3glTexGen\fP.
Otherwise, the current \f2r\fP texture coordinate is used.
See \%\f3glTexGen\fP.
.TP
\%\f3GL_TEXTURE_GEN_S\fP
If enabled,
the \f2s\fP texture coordinate is computed using
the texture generation function defined with \%\f3glTexGen\fP.
Otherwise, the current \f2s\fP texture coordinate is used.
See \%\f3glTexGen\fP.
.TP
\%\f3GL_TEXTURE_GEN_T\fP
If enabled,
the \f2t\fP texture coordinate is computed using
the texture generation function defined with \%\f3glTexGen\fP.
Otherwise, the current \f2t\fP texture coordinate is used.
See \%\f3glTexGen\fP.
.SH NOTES
\%\f3GL_POLYGON_OFFSET_FILL\fP, \%\f3GL_POLYGON_OFFSET_LINE\fP,
\%\f3GL_POLYGON_OFFSET_POINT\fP,
\%\f3GL_COLOR_LOGIC_OP\fP, and \%\f3GL_INDEX_LOGIC_OP\fP are available
only if the GL version is 1.1 or greater.
.P
\%\f3GL_RESCALE_NORMAL\fP, and \%\f3GL_TEXTURE_3D\fP are available only if the
GL version is 1.2 or greater.
.P
\%\f3GL_COLOR_TABLE\fP, \%\f3GL_CONVOLUTION_1D\fP, \%\f3GL_CONVOLUTION_2D\fP,
\%\f3GL_HISTOGRAM\fP, \%\f3GL_MINMAX\fP,
\%\f3GL_POST_COLOR_MATRIX_COLOR_TABLE\fP,
\%\f3GL_POST_CONVOLUTION_COLOR_TABLE\fP, and
\%\f3GL_SEPARABLE_2D\fP are available only if \%\f3GL_ARB_imaging\fP is returned
from \%\f3glGet\fP with an argument of \%\f3GL_EXTENSIONS\fP.
.P
If \%\f3GL_ARB_multitexture\fP is supported, \%\f3GL_TEXTURE_1D\fP,
\%\f3GL_TEXTURE_2D\fP, \%\f3GL_TEXTURE_3D\fP, \%\f3GL_TEXTURE_GEN_S\fP,
\%\f3GL_TEXTURE_GEN_T\fP, \%\f3GL_TEXTURE_GEN_R\fP, and \%\f3GL_TEXTURE_GEN_Q\fP
enable or disable the respective state for the active texture unit
specified with \%\f3glActiveTextureARB\fP.
.SH ERRORS
\%\f3GL_INVALID_ENUM\fP is generated if \f2cap\fP is not one of the values
listed previously.
.P
\%\f3GL_INVALID_OPERATION\fP is generated if \%\f3glEnable\fP or \%\f3glDisable\fP
is executed between the execution of \%\f3glBegin\fP
and the corresponding execution of \%\f3glEnd\fP.
.SH SEE ALSO
\%\f3glActiveTextureARB(3G)\fP,
\%\f3glAlphaFunc(3G)\fP,
\%\f3glBlendFunc(3G)\fP,
\%\f3glClipPlane(3G)\fP,
\%\f3glColorMaterial(3G)\fP,
\%\f3glCullFace(3G)\fP,
\%\f3glDepthFunc(3G)\fP,
\%\f3glDepthRange(3G)\fP,
\%\f3glEnableClientState(3G)\fP,
\%\f3glFog(3G)\fP,
\%\f3glGet(3G)\fP,
\%\f3glIsEnabled(3G)\fP,
\%\f3glLight(3G)\fP,
\%\f3glLightModel(3G)\fP,
\%\f3glLineWidth(3G)\fP,
\%\f3glLineStipple(3G)\fP,
\%\f3glLogicOp(3G)\fP,
\%\f3glMap1(3G)\fP,
\%\f3glMap2(3G)\fP,
\%\f3glMaterial(3G)\fP,
\%\f3glNormal(3G)\fP,
\%\f3glPointSize(3G)\fP,
\%\f3glPolygonMode(3G)\fP,
\%\f3glPolygonOffset(3G)\fP,
\%\f3glPolygonStipple(3G)\fP,
\%\f3glScissor(3G)\fP,
\%\f3glStencilFunc(3G)\fP,
\%\f3glStencilOp(3G)\fP,
\%\f3glTexGen(3G)\fP,
\%\f3glTexImage1D(3G)\fP,
\%\f3glTexImage2D(3G)\fP,
\%\f3glTexImage3D(3G)\fP
|