glEnable, glDisable
NAME
glEnable, glDisable -- enable or disable 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 capability.
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.
 - AUTO_NORMAL
 - 
	If enabled, compute surface normal vectors analytically 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_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. 
	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_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_LOGIC_OP
 - 
	If enabled, apply the currently selected logical operation to the
	incoming and and color buffer indices.
	See glLogicOp.
 - GL_MAP1_COLOR_4
 - 
	If enabled, calls to 
	glEvalCoord1,
	glEvalMesh1 and
	glEvalPoint1 will generate
	RGBA values. 
	See glMap1.
 - GL_MAP1_INDEX
 - 
	If enabled, calls to 
	glEvalCoord1,
	glEvalMesh1 and
	glEvalPoint1 will generate
	color indices. 
	See glMap1.
 - GL_MAP1_NORMAL
 - 
	If enabled, calls to 
	glEvalCoord1,
	glEvalMesh1 and
	glEvalPoint1 will generate
	normals. 	
	See glMap1.
 - GL_MAP1_TEXTURE_COORD_1
 - 
	If enabled, calls to 
	glEvalCoord1,
	glEvalMesh1 and
	glEvalPoint1 will generate
	s texture coordinates. 
	See glMap1.
	
 - GL_MAP1_TEXTURE_COORD_2
 - 
	If enabled, calls to 
	glEvalCoord1,
	glEvalMesh1 and
	glEvalPoint1 will generate
	s and t texture coordinates. 
	See glMap1.
	
 - GL_MAP1_TEXTURE_COORD_3
 - 
	If enabled, calls to 
	glEvalCoord1,
	glEvalMesh1 and
	glEvalPoint1 will generate
	s, t and r texture coordinates. 
	See glMap1.
 - GL_MAP1_TEXTURE_COORD_4
 - 
	If enabled, calls to 
	glEvalCoord1,
	glEvalMesh1 and
	glEvalPoint1 will generate
	s, t, r and q texture coordinates. 
	See glMap1.
 - GL_MAP1_VERTEX_3
 - 
	If enabled, calls to 
	glEvalCoord1,
	glEvalMesh1 and
	glEvalPoint1 will generate
	x, y and z vertex coordinates.
	See glMap1.
 - GL_MAP1_VERTEX_4
 - 
	If enabled, calls to 
	glEvalCoord1,
	glEvalMesh1 and
	glEvalPoint1 will generate
	homogeneous x, y, z and w vertex 
	coordinates.
	See glMap1.
 - GL_MAP2_COLOR_4
 - 
	If enabled, calls to 
	glEvalCoord2,
	glEvalMesh2 and
	glEvalPoint2 will generate
	RGBA values. 
	See glMap2.
 - GL_MAP2_INDEX
 - 
	If enabled, calls to 
	glEvalCoord2,
	glEvalMesh2 and
	glEvalPoint2 will generate
	color indices. 
	See glMap2.
 - GL_MAP2_NORMAL
 - 
	If enabled, calls to 
	glEvalCoord2,
	glEvalMesh2 and
	glEvalPoint2 will generate
	normals. 	
	See glMap2.
 - GL_MAP2_TEXTURE_COORD_1
 - 
	If enabled, calls to 
	glEvalCoord2,
	glEvalMesh2 and
	glEvalPoint2 will generate
	s texture coordinates. 
	See glMap2.
	
 - GL_MAP2_TEXTURE_COORD_2
 - 
	If enabled, calls to 
	glEvalCoord2,
	glEvalMesh2 and
	glEvalPoint2 will generate
	s and t texture coordinates. 
	See glMap2.
	
 - GL_MAP2_TEXTURE_COORD_3
 - 
	If enabled, calls to 
	glEvalCoord2,
	glEvalMesh2 and
	glEvalPoint2 will generate
	s, t and r texture coordinates. 
	See glMap2.
 - GL_MAP2_TEXTURE_COORD_4
 - 
	If enabled, calls to 
	glEvalCoord2,
	glEvalMesh2 and
	glEvalPoint2 will generate
	s, t, r and q texture coordinates. 
	See glMap2.
 - GL_MAP2_VERTEX_3
 - 
	If enabled, calls to 
	glEvalCoord2,
	glEvalMesh2 and
	glEvalPoint2 will generate
	x, y and z vertex coordinates.
	See glMap2.
 - GL_MAP2_VERTEX_4
 - 
	If enabled, calls to 
	glEvalCoord2,
	glEvalMesh2 and
	glEvalPoint2 will 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_SMOOTH
 - 
	If enabled, draw polygons with proper filtering. Otherwise, draw 
	aliased	polygons.
	See glPolygonMode.
 - GL_POLYGON_STIPPLE
 - 
	If enabled, use the current polygon stipple patttern 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.
 
ERRORS
GL_INVALID_ENUM is generated if cap is not one of the values
	listed above.
GL_INVALID_OPERATION is generated if glEnable is called 
between a call to glBegin and the 
corresponding call to glEnd.
SEE ALSO
glAlphaFunc,
glBlendFunc,
glClipPlane,
glColorMaterial,
glCullFace,
glDepthFunc,
glDepthRange,
glFog,
glGet,
glIsEnabled,
glLight,
glLightModel,
glLineWidth,
glLineStipple,
glLogicOp,
glMap1,
glMap2,
glMaterial,
glNormal,
glPointSize,
glPolygonMode,
glPolygonStipple,
glScissor,
glStencilFunc,
glStencilOp,
glTexGen,
glTexImage1D,
glTexImage2D
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© 1995 Uwe Behrens. All rights reserved.