GLENABLE - Online Linux Manual PageSection : 3G

NAME"glEnable, glDisable − enable or disable server-side GL capabilities

C SPECIFICATIONvoid glEnable( GLenum cap )

PARAMETERScap  Specifies a symbolic constant indicating a GL capability.

C SPECIFICATIONvoid glDisable( GLenum cap )

PARAMETERScap  Specifies a symbolic constant indicating a GL capability.

DESCRIPTION­glEnable 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.

NOTES­GL_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.

ERRORS­GL_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 ALSO­glActiveTextureARB(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)
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