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GLENABLE()							    GLENABLE()

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 glColorMa‐
				terial.

       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_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,  glE‐
				valMesh1, and glEvalPoint1 generate RGBA  val‐
				ues.  See glMap1.

       GL_MAP1_INDEX		If   enabled,	calls  to  glEvalCoord1,  glE‐
				valMesh1,  and	glEvalPoint1  generate	 color
				indices.  See glMap1.

       GL_MAP1_NORMAL		If   enabled,	calls  to  glEvalCoord1,  glE‐
				valMesh1, and glEvalPoint1  generate  normals.
				See glMap1.

       GL_MAP1_TEXTURE_COORD_1	If   enabled,	calls  to  glEvalCoord1,  glE‐
				valMesh1, and glEvalPoint1 generate s  texture
				coordinates.  See glMap1.

       GL_MAP1_TEXTURE_COORD_2	If   enabled,	calls  to  glEvalCoord1,  glE‐
				valMesh1, and glEvalPoint1 generate  s	and  t
				texture coordinates.  See glMap1.

       GL_MAP1_TEXTURE_COORD_3	If   enabled,	calls  to  glEvalCoord1,  glE‐
				valMesh1, and glEvalPoint1 generate s, t,  and
				r texture coordinates.	See glMap1.

       GL_MAP1_TEXTURE_COORD_4	If   enabled,	calls  to  glEvalCoord1,  glE‐
				valMesh1, and glEvalPoint1 generate s,	t,  r,
				and q texture coordinates.  See glMap1.

       GL_MAP1_VERTEX_3		If   enabled,	calls  to  glEvalCoord1,  glE‐
				valMesh1, and glEvalPoint1 generate x, y,  and
				z vertex coordinates.  See glMap1.

       GL_MAP1_VERTEX_4		If   enabled,	calls  to  glEvalCoord1,  glE‐
				valMesh1, and  glEvalPoint1  generate  homoge‐
				neous  x, y, z, and w vertex coordinates.  See
				glMap1.

       GL_MAP2_COLOR_4		If  enabled,  calls  to	  glEvalCoord2,	  glE‐
				valMesh2,  and glEvalPoint2 generate RGBA val‐
				ues.  See glMap2.

       GL_MAP2_INDEX		If  enabled,  calls  to	  glEvalCoord2,	  glE‐
				valMesh2,   and	 glEvalPoint2  generate	 color
				indices.  See glMap2.

       GL_MAP2_NORMAL		If  enabled,  calls  to	  glEvalCoord2,	  glE‐
				valMesh2,  and	glEvalPoint2 generate normals.
				See glMap2.

       GL_MAP2_TEXTURE_COORD_1	If  enabled,  calls  to	  glEvalCoord2,	  glE‐
				valMesh2,  and glEvalPoint2 generate s texture
				coordinates.  See glMap2.

       GL_MAP2_TEXTURE_COORD_2	If  enabled,  calls  to	  glEvalCoord2,	  glE‐
				valMesh2,  and	glEvalPoint2  generate s and t
				texture coordinates.  See glMap2.

       GL_MAP2_TEXTURE_COORD_3	If  enabled,  calls  to	  glEvalCoord2,	  glE‐
				valMesh2,  and glEvalPoint2 generate s, t, and
				r texture coordinates.	See glMap2.

       GL_MAP2_TEXTURE_COORD_4	If  enabled,  calls  to	  glEvalCoord2,	  glE‐
				valMesh2,  and	glEvalPoint2 generate s, t, r,
				and q texture coordinates.  See glMap2.

       GL_MAP2_VERTEX_3		If  enabled,  calls  to	  glEvalCoord2,	  glE‐
				valMesh2,  and glEvalPoint2 generate x, y, and
				z vertex coordinates.  See glMap2.

       GL_MAP2_VERTEX_4		If  enabled,  calls  to	  glEvalCoord2,	  glE‐
				valMesh2,  and	glEvalPoint2  generate homoge‐
				neous 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  glPoint‐
				Size.

       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 glPoly‐
				gonStipple.

       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 glSten‐
				cilOp.

       GL_TEXTURE_1D		If  enabled, one-dimensional texturing is per‐
				formed (unless	two-dimensional	 texturing  is
				also enabled). See glTexImage1D.

       GL_TEXTURE_2D		If  enabled, two-dimensional texturing is per‐
				formed. See glTexImage2D.

       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_OFF‐
       SET_POINT,  GL_COLOR_LOGIC_OP, and GL_INDEX_LOGIC_OP are only available
       if the GL version is 1.1 or greater.

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
       glAlphaFunc, glBlendFunc, glClipPlane, glColorMaterial, glCullFace,
       glDepthFunc,  glDepthRange,  glEnableClientState, glFog, glGet, glIsEn‐
       abled, glLight, glLightModel,  glLineWidth,  glLineStipple,  glLogicOp,
       glMap1,	 glMap2,  glMaterial,  glNormal,  glPointSize,	glPolygonMode,
       glPolygonOffset,
       glPolygonStipple,  glScissor,  glStencilFunc,  glStencilOp,   glTexGen,
       glTexImage1D, glTexImage2D

								    GLENABLE()
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