- enable or disable server-side GL capabilities
C SPECIFICATION
PARAMETERS
_param1 Specifies a symbolic constant indicating a GL
capability.
C SPECIFICATION
PARAMETERS
_param1
Specifies a symbolic constant indicating a GL capa-
bility.
DESCRIPTION
glEnable and glDisable enable and disable various capabil-
ities. 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,
_param1, 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 vec-
tors 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
on their winding in window coor-
dinates. 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 dis-
abled. See glDepthFunc and
glDepthRange.
GL_DITHER If enabled, dither color compo-
nents 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. Oth-
erwise, simply associate the cur-
rent color or index with each
vertex. See
glMaterial, glLightModel, and
glLight.
GL_LINE_SMOOTH If enabled, draw lines with cor-
rect 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_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 coordi-
nates. See glMap1.
GL_MAP2_COLOR_4 If enabled, calls to
glEvalCoord2, glEvalMesh2, and
glEvalPoint2 generate RGBA val-
ues. 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.
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 coordi-
nates. 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 speci-
fied 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 off-
set 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 off-
set 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 frag-
ments 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 cor-
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 speci-
fied with glNormal are scaled to
unit length after transformation.
See glNormal.
GL_SEPARABLE_2D If enabled, perform a two-dimen-
sional 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 tex-
turing is performed (unless two-
or three-dimensional texturing is
also enabled). See glTexImage1D.
GL_TEXTURE_2D If enabled, two-dimensional tex-
turing 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 coordi-
nate is computed using the tex-
ture generation function defined
with glTexGen. Otherwise, the
current q texture coordinate is
used. See glTexGen.
GL_TEXTURE_GEN_R If enabled, the r texture coordi-
nate is computed using the tex-
ture 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 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 tex-
ture unit specified with glActiveTextureARB.
ERRORS
GL_INVALID_ENUM is generated if _param1 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 cor-
responding execution of glEnd.
SEE ALSO
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
1