📄 fglenableclientstate.html
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<HTML><BODY><PRE> <STRONG>NAME</STRONG> <STRONG>fglEnableClientState,</STRONG> <STRONG>fglDisableClientState</STRONG> - enable or disable client-side capability <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG> SUBROUTINE <STRONG>fglEnableClientState</STRONG>( INTEGER*4 <EM>cap</EM> ) <STRONG>PARAMETERS</STRONG> <EM>cap</EM> Specifies the capability to enable. Symbolic constants <STRONG>GL_COLOR_ARRAY</STRONG>, <STRONG>GL_EDGE_FLAG_ARRAY</STRONG>, <STRONG>GL_INDEX_ARRAY</STRONG>, <STRONG>GL_NORMAL_ARRAY</STRONG>, <STRONG>GL_TEXTURE_COORD_ARRAY</STRONG>, and <STRONG>GL_VERTEX_ARRAY</STRONG> are accepted. <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG> SUBROUTINE <STRONG>fglDisableClientState</STRONG>( INTEGER*4 <EM>cap</EM> ) <STRONG>PARAMETERS</STRONG> <EM>cap</EM> Specifies the capability to disable. <STRONG>DESCRIPTION</STRONG> <STRONG>fglEnableClientState</STRONG> and <STRONG>fglDisableClientState</STRONG> enable or disable individual client-side capabilities. By default, all client-side capabilities are disabled. Both <STRONG>fglEnableClientState</STRONG> and <STRONG>fglDisableClientState</STRONG> take a single argument, <EM>cap</EM>, which can assume one of the following values: <STRONG>GL_COLOR_ARRAY</STRONG> If enabled, the color array is enabled for writing and used during rendering when <STRONG>fglDrawArrays</STRONG> or <STRONG>fglDrawElement</STRONG> is called. See <STRONG>fglColorPointer</STRONG>. <STRONG>GL_EDGE_FLAG_ARRAY</STRONG> If enabled, the edge flag array is enabled for writing and used during rendering when <STRONG>fglDrawArrays</STRONG> or <STRONG>fglDrawElements</STRONG> is called. See <STRONG>fglEdgeFlagPointer</STRONG>. <STRONG>GL_INDEX_ARRAY</STRONG> If enabled, the index array is enabled for writing and used during rendering when <STRONG>fglDrawArrays</STRONG> or <STRONG>fglDrawElements</STRONG> is called. See <STRONG>fglIndexPointer</STRONG>. <STRONG>GL_NORMAL_ARRAY</STRONG> If enabled, the normal array is enabled for writing and used during rendering when <STRONG>fglDrawArrays</STRONG> or <STRONG>fglDrawElements</STRONG> is called. See <STRONG>fglNormalPointer</STRONG>. <STRONG>GL_TEXTURE_COORD_ARRAY</STRONG> If enabled, the texture coordinate array is enabled for writing and used for rendering when <STRONG>fglDrawArrays</STRONG> or <STRONG>fglDrawElements</STRONG> is called. See <STRONG>fglTexCoordPointer</STRONG>. <STRONG>GL_VERTEX_ARRAY</STRONG> If enabled, the vertex array is enabled for writing and used during rendering when <STRONG>fglDrawArrays</STRONG> or <STRONG>fglDrawElements</STRONG> is called. See <STRONG>fglVertexPointer</STRONG>. <STRONG>NOTES</STRONG> <STRONG>fglEnableClientState</STRONG> is available only if the GL version is 1.1 or greater. <STRONG>ERRORS</STRONG> <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>cap</EM> is not an accepted value. <STRONG>fglEnableClientState</STRONG> is not allowed between the execution of <STRONG>fglBegin</STRONG> and the corresponding <STRONG>fglEnd</STRONG>, but an error may or may not be generated. If no error is generated, the behavior is undefined. <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>fglArrayElement</STRONG>, <STRONG>fglColorPointer</STRONG>, <STRONG>fglDrawArrays</STRONG>, <STRONG>fglDrawElements</STRONG>, <STRONG>fglEdgeFlagPointer</STRONG>, <STRONG>fglEnable</STRONG>, <STRONG>fglGetPointerv</STRONG>, <STRONG>fglIndexPointer</STRONG>, <STRONG>fglInterleavedArrays</STRONG>, <STRONG>fglNormalPointer</STRONG>, <STRONG>fglTexCoordPointer</STRONG>, <STRONG>fglVertexPointer</STRONG></PRE></BODY></HTML>
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