glEnable, glDisable - enable or disable server-side GL
capabilities
C SPECIFICATION
void glEnable( GLenum cap )
- cap
- Specifies a symbolic constant indicating a GL capability.
C SPECIFICATION
void glDisable( GLenum cap )
- cap
- Specifies a symbolic constant indicating a GL capability.
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_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 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_LOGIC_OP
- If enabled, apply the currently selected logical operation to the incoming
RGBA color and color buffer values. See glLogicOp.
- 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 convolution operation on incoming RGBA color
values. See glConvolutionFilter1D.
- GL_CONVOLUTION_2D
- If enabled, perform a 2D convolution operation on incoming RGBA color
values. See glConvolutionFilter2D.
- 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. 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_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
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_MAP1_COLOR_4
- If enabled, calls to glEvalCoord1, glEvalMesh1, and
glEvalPoint1 generate RGBA values. See glMap1.
- GL_MAP1_INDEX
- If enabled, calls to glEvalCoord1, glEvalMesh1, and
glEvalPoint1 generate color indices. See glMap1.
- GL_MAP1_NORMAL
- If enabled, calls to glEvalCoord1, glEvalMesh1, and
glEvalPoint1 generate normals. See glMap1.
- GL_MAP1_TEXTURE_COORD_1
- If enabled, calls to glEvalCoord1, glEvalMesh1, and
glEvalPoint1 generate s texture coordinates. See
glMap1.
- GL_MAP1_TEXTURE_COORD_2
- If enabled, calls to glEvalCoord1, glEvalMesh1, and
glEvalPoint1 generate s and t texture coordinates.
See glMap1.
- GL_MAP1_TEXTURE_COORD_3
- If enabled, calls to glEvalCoord1, glEvalMesh1, and
glEvalPoint1 generate s, t, and r texture
coordinates. See glMap1.
- GL_MAP1_TEXTURE_COORD_4
- If enabled, calls to glEvalCoord1, glEvalMesh1, and
glEvalPoint1 generate s, t, r, and q
texture coordinates. See glMap1.
- GL_MAP1_VERTEX_3
- If enabled, calls to glEvalCoord1, glEvalMesh1, and
glEvalPoint1 generate x, y, and z vertex
coordinates. See glMap1.
- GL_MAP1_VERTEX_4
- If enabled, calls to glEvalCoord1, glEvalMesh1, and
glEvalPoint1 generate homogeneous x, y, z, and
w vertex coordinates. See glMap1.
- GL_MAP2_COLOR_4
- If enabled, calls to glEvalCoord2, glEvalMesh2, and
glEvalPoint2 generate RGBA values. See glMap2.
- GL_MAP2_INDEX
- If enabled, calls to glEvalCoord2, glEvalMesh2, and
glEvalPoint2 generate color indices. See glMap2.
- GL_MAP2_NORMAL
- If enabled, calls to glEvalCoord2, glEvalMesh2, and
glEvalPoint2 generate normals. See glMap2.
- GL_MAP2_TEXTURE_COORD_1
- If enabled, calls to glEvalCoord2, glEvalMesh2, and
glEvalPoint2 generate s texture coordinates. See
glMap2.
- GL_MAP2_TEXTURE_COORD_2
- If enabled, calls to glEvalCoord2, glEvalMesh2, and
glEvalPoint2 generate s and t texture coordinates.
See glMap2.
- GL_MAP2_TEXTURE_COORD_3
- If enabled, calls to glEvalCoord2, glEvalMesh2, and
glEvalPoint2 generate s, t, and r texture
coordinates. See glMap2.
- GL_MAP2_TEXTURE_COORD_4
- If enabled, calls to glEvalCoord2, glEvalMesh2, and
glEvalPoint2 generate s, t, r, and q
texture coordinates. See glMap2.
- GL_MAP2_VERTEX_3
- If enabled, calls to glEvalCoord2, glEvalMesh2, and
glEvalPoint2 generate x, y, and z vertex
coordinates. See glMap2.
- GL_MAP2_VERTEX_4
- If enabled, calls to glEvalCoord2, glEvalMesh2, and
glEvalPoint2 generate 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 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_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_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 specified with glNormal are scaled to
unit length after transformation. 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 texturing is performed (unless two- or
three-dimensional texturing is also enabled). See
glTexImage1D.
- GL_TEXTURE_2D
- If enabled, two-dimensional texturing is performed (unless
three-dimensional texturing is also enabled). See
glTexImage2D.
- GL_TEXTURE_3D
- If enabled, three-dimensional texturing is performed. See
glTexImage3D.
- 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_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 texture unit specified with glActiveTextureARB.
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.
glActiveTextureARB, 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