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GLENABLE(3G)                                                      GLENABLE(3G)

NAME
       glEnable, glDisable - enable or disable server-side 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  capabil-
       ity.  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 val-
                                ues 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 logi-
                                cal  operation  to the incoming RGBA color and
                                color buffer values. See glLogicOp.

       GL_COLOR_MATERIAL        If enabled, have one or more material  parame-
                                ters    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 wind-
                                ing 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  post-
                                texturing color.  See glFog.

       GL_HISTOGRAM             If enabled, histogram incoming RGBA color val-
                                ues.  See glHistogram.

       GL_INDEX_LOGIC_OP        If enabled, apply the currently selected logi-
                                cal  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  parame-
                                ters  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 pat-
                                tern 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 nor-
                                mals.  See glMap1.

       GL_MAP1_TEXTURE_COORD_1  If    enabled,    calls    to    glEvalCoord1,
                                glEvalMesh1,  and glEvalPoint1 generate s tex-
                                ture 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 homoge-
                                neous 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  nor-
                                mals.  See glMap2.

       GL_MAP2_TEXTURE_COORD_1  If    enabled,    calls    to    glEvalCoord2,
                                glEvalMesh2, and glEvalPoint2 generate s  tex-
                                ture 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 homoge-
                                neous  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 val-
                                ues 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 val-
                                ues  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 com-
                                parison is performed, if the polygon  is  ren-
                                dered in GL_POINT mode. See glPolygonOffset.

       GL_POLYGON_SMOOTH        If  enabled, draw polygons with proper filter-
                                ing.  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 transfor-
                                mation.  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 convolu-
                                tion 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 per-
                                formed (unless two- or three-dimensional  tex-
                                turing is also enabled).  See glTexImage1D.

       GL_TEXTURE_2D            If  enabled, two-dimensional texturing is per-
                                formed (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  com-
                                puted  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 com-
                                puted 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  com-
                                puted  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 com-
                                puted 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  ver-
       sion 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.

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)

                                                                  GLENABLE(3G)

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