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GLENABLE() GLENABLE()

glEnable, glDisable - enable or disable server-side GL capabilities

void glEnable( GLenum cap )

cap
Specifies a symbolic constant indicating a GL capability.

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_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_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_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_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.

GL_POLYGON_OFFSET_FILL, GL_POLYGON_OFFSET_LINE, GL_POLYGON_OFFSET_POINT, GL_COLOR_LOGIC_OP, and GL_INDEX_LOGIC_OP are only available if the GL version is 1.1 or greater.

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.

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


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