fglcolormask.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglColorMask</STRONG> - enable	and disable writing of frame buffer	  color	components     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglColorMask</STRONG>( LOGICAL*1 <EM>red</EM>,				   LOGICAL*1 <EM>green</EM>,				   LOGICAL*1 <EM>blue</EM>,				   LOGICAL*1 <EM>alpha</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>red</EM>, <EM>green</EM>, <EM>blue</EM>, <EM>alpha</EM>				Specify	whether	red, green, blue, and				alpha can or cannot be written into				the frame buffer.  The initial values				are all	<STRONG>GL_TRUE</STRONG>, indicating that the				color components can be	written.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglColorMask</STRONG> specifies whether the individual	color	  components in	the frame buffer can or	cannot be written.  If	  <EM>red</EM> is <STRONG>GL_FALSE</STRONG>, for example,	no change is made to the red	  component of any pixel in any	of the color buffers,	  regardless of	the drawing operation attempted.	  Changes to individual	bits of	components cannot be	  controlled.  Rather, changes are either enabled or disabled	  for entire color components.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglColorMask</STRONG> is	  executed between the execution of <STRONG>fglBegin</STRONG> and the	  corresponding	execution of <STRONG>fglEnd</STRONG>.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_COLOR_WRITEMASK</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_RGBA_MODE</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglColor</STRONG>, <STRONG>fglColorPointer</STRONG>, <STRONG>fglDepthMask</STRONG>, <STRONG>fglIndex</STRONG>,	  <STRONG>fglIndexPointer</STRONG>, <STRONG>fglIndexMask</STRONG>, <STRONG>fglStencilMask</STRONG></PRE></BODY></HTML>

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