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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglEnable,</STRONG> <STRONG>fglDisable</STRONG>	- enable or disable server-side	GL	  capabilities     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglEnable</STRONG>(	INTEGER*4 <EM>cap</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>cap</EM>  Specifies a symbolic constant indicating	a GL	       capability.     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglDisable</STRONG>( INTEGER*4 <EM>cap</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>cap</EM>  Specifies a symbolic constant indicating	a GL	       capability.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglEnable</STRONG> and	<STRONG>fglDisable</STRONG> enable and disable various	  capabilities.	 Use <STRONG>fglIsEnabled</STRONG> or <STRONG>fglGet</STRONG> to determine the	  current setting of any capability. The initial value for	  each capability with the exception of	<STRONG>GL_DITHER</STRONG> is <STRONG>GL_FALSE</STRONG>.	  The initial value for	<STRONG>GL_DITHER</STRONG> is <STRONG>GL_TRUE</STRONG>.	  Both <STRONG>fglEnable</STRONG> and <STRONG>fglDisable</STRONG>	take a single argument,	<EM>cap</EM>,	  which	can assume one of the following	values:	  <STRONG>GL_ALPHA_TEST</STRONG>		   If enabled, do alpha	testing. See				   <STRONG>fglAlphaFunc</STRONG>.	  <STRONG>GL_AUTO_NORMAL</STRONG>	   If enabled, generate	normal vectors				   when	either <STRONG>GL_MAP2_VERTEX_3</STRONG>	or				   <STRONG>GL_MAP2_VERTEX_4</STRONG> is used to				   generate vertices. See <STRONG>fglMap2</STRONG>.	  <STRONG>GL_BLEND</STRONG>		   If enabled, blend the incoming RGBA				   color values	with the values	in the				   color buffers. See <STRONG>fglBlendFunc</STRONG>.	  <STRONG>GL_CLIP_PLANE</STRONG><EM>i</EM>	   If enabled, clip geometry against				   user-defined	clipping plane <EM>i</EM>.  See				   <STRONG>fglClipPlane</STRONG>.	  <STRONG>GL_COLOR_LOGIC_OP</STRONG>	   If enabled, apply the currently				   selected logical operation to the				   incoming RGBA color and color				   buffer values. See <STRONG>fglLogicOp</STRONG>.	  <STRONG>GL_COLOR_MATERIAL</STRONG>	   If enabled, have one	or more				   material parameters track the				   current color.  See				   <STRONG>fglColorMaterial</STRONG>.	  <STRONG>GL_CULL_FACE</STRONG>		   If enabled, cull polygons based on				   their winding in window				   coordinates.	See <STRONG>fglCullFace</STRONG>.	  <STRONG>GL_DEPTH_TEST</STRONG>		   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 <STRONG>fglDepthFunc</STRONG> and				   <STRONG>fglDepthRange</STRONG>.	  <STRONG>GL_DITHER</STRONG>		   If enabled, dither color components				   or indices before they are written				   to the color	buffer.	  <STRONG>GL_FOG</STRONG>		   If enabled, blend a fog color into				   the posttexturing color.  See				   <STRONG>fglFog</STRONG>.	  <STRONG>GL_INDEX_LOGIC_OP</STRONG>	   If enabled, apply the currently				   selected logical operation to the				   incoming index and color buffer				   indices. See				   <STRONG>fglLogicOp</STRONG>.	  <STRONG>GL_LIGHT</STRONG><EM>i</EM>		   If enabled, include light <EM>i</EM> in the				   evaluation of the lighting				   equation. See <STRONG>fglLightModel</STRONG> and				   <STRONG>fglLight</STRONG>.	  <STRONG>GL_LIGHTING</STRONG>		   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				   <STRONG>fglMaterial</STRONG>,	<STRONG>fglLightModel</STRONG>, and				   <STRONG>fglLight</STRONG>.	  <STRONG>GL_LINE_SMOOTH</STRONG>	   If enabled, draw lines with correct				   filtering.  Otherwise, draw aliased				   lines.  See <STRONG>fglLineWidth</STRONG>.	  <STRONG>GL_LINE_STIPPLE</STRONG>	   If enabled, use the current line				   stipple pattern when	drawing	lines.				   See <STRONG>fglLineStipple</STRONG>.	  <STRONG>GL_MAP1_COLOR_4</STRONG>	   If enabled, calls to	<STRONG>fglEvalCoord1</STRONG>,				   <STRONG>fglEvalMesh1</STRONG>, and <STRONG>fglEvalPoint1</STRONG>				   generate RGBA values.  See <STRONG>fglMap1</STRONG>.	  <STRONG>GL_MAP1_INDEX</STRONG>		   If enabled, calls to	<STRONG>fglEvalCoord1</STRONG>,				   <STRONG>fglEvalMesh1</STRONG>, and <STRONG>fglEvalPoint1</STRONG>				   generate color indices.  See				   <STRONG>fglMap1</STRONG>.	  <STRONG>GL_MAP1_NORMAL</STRONG>	   If enabled, calls to	<STRONG>fglEvalCoord1</STRONG>,				   <STRONG>fglEvalMesh1</STRONG>, and <STRONG>fglEvalPoint1</STRONG>				   generate normals.  See <STRONG>fglMap1</STRONG>.	  <STRONG>GL_MAP1_TEXTURE_COORD_1</STRONG>  If enabled, calls to	<STRONG>fglEvalCoord1</STRONG>,				   <STRONG>fglEvalMesh1</STRONG>, and <STRONG>fglEvalPoint1</STRONG>				   generate <EM>s</EM> texture coordinates.				   See <STRONG>fglMap1</STRONG>.	  <STRONG>GL_MAP1_TEXTURE_COORD_2</STRONG>  If enabled, calls to	<STRONG>fglEvalCoord1</STRONG>,				   <STRONG>fglEvalMesh1</STRONG>, and <STRONG>fglEvalPoint1</STRONG>				   generate <EM>s</EM> and <EM>t</EM> texture				   coordinates.	 See <STRONG>fglMap1</STRONG>.	  <STRONG>GL_MAP1_TEXTURE_COORD_3</STRONG>  If enabled, calls to	<STRONG>fglEvalCoord1</STRONG>,				   <STRONG>fglEvalMesh1</STRONG>, and <STRONG>fglEvalPoint1</STRONG>				   generate <EM>s</EM>, <EM>t</EM>, and <EM>r</EM>	texture				   coordinates.	 See <STRONG>fglMap1</STRONG>.	  <STRONG>GL_MAP1_TEXTURE_COORD_4</STRONG>  If enabled, calls to	<STRONG>fglEvalCoord1</STRONG>,				   <STRONG>fglEvalMesh1</STRONG>, and <STRONG>fglEvalPoint1</STRONG>				   generate <EM>s</EM>, <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> texture				   coordinates.	 See <STRONG>fglMap1</STRONG>.	  <STRONG>GL_MAP1_VERTEX_3</STRONG>	   If enabled, calls to	<STRONG>fglEvalCoord1</STRONG>,				   <STRONG>fglEvalMesh1</STRONG>, and <STRONG>fglEvalPoint1</STRONG>				   generate <EM>x</EM>, <EM>y</EM>, and <EM>z</EM>	vertex				   coordinates.	 See <STRONG>fglMap1</STRONG>.	  <STRONG>GL_MAP1_VERTEX_4</STRONG>	   If enabled, calls to	<STRONG>fglEvalCoord1</STRONG>,				   <STRONG>fglEvalMesh1</STRONG>, and <STRONG>fglEvalPoint1</STRONG>				   generate homogeneous	<EM>x</EM>, <EM>y</EM>, <EM>z</EM>, and <EM>w</EM>				   vertex coordinates.	See <STRONG>fglMap1</STRONG>.	  <STRONG>GL_MAP2_COLOR_4</STRONG>	   If enabled, calls to	<STRONG>fglEvalCoord2</STRONG>,				   <STRONG>fglEvalMesh2</STRONG>, and <STRONG>fglEvalPoint2</STRONG>				   generate RGBA values.  See <STRONG>fglMap2</STRONG>.	  <STRONG>GL_MAP2_INDEX</STRONG>		   If enabled, calls to	<STRONG>fglEvalCoord2</STRONG>,				   <STRONG>fglEvalMesh2</STRONG>, and <STRONG>fglEvalPoint2</STRONG>				   generate color indices.  See				   <STRONG>fglMap2</STRONG>.	  <STRONG>GL_MAP2_NORMAL</STRONG>	   If enabled, calls to	<STRONG>fglEvalCoord2</STRONG>,				   <STRONG>fglEvalMesh2</STRONG>, and <STRONG>fglEvalPoint2</STRONG>				   generate normals.  See <STRONG>fglMap2</STRONG>.	  <STRONG>GL_MAP2_TEXTURE_COORD_1</STRONG>  If enabled, calls to	<STRONG>fglEvalCoord2</STRONG>,				   <STRONG>fglEvalMesh2</STRONG>, and <STRONG>fglEvalPoint2</STRONG>				   generate <EM>s</EM> texture coordinates.				   See <STRONG>fglMap2</STRONG>.	  <STRONG>GL_MAP2_TEXTURE_COORD_2</STRONG>  If enabled, calls to	<STRONG>fglEvalCoord2</STRONG>,				   <STRONG>fglEvalMesh2</STRONG>, and <STRONG>fglEvalPoint2</STRONG>				   generate <EM>s</EM> and <EM>t</EM> texture				   coordinates.	 See <STRONG>fglMap2</STRONG>.	  <STRONG>GL_MAP2_TEXTURE_COORD_3</STRONG>  If enabled, calls to	<STRONG>fglEvalCoord2</STRONG>,				   <STRONG>fglEvalMesh2</STRONG>, and <STRONG>fglEvalPoint2</STRONG>				   generate <EM>s</EM>, <EM>t</EM>, and <EM>r</EM>	texture				   coordinates.	 See <STRONG>fglMap2</STRONG>.	  <STRONG>GL_MAP2_TEXTURE_COORD_4</STRONG>  If enabled, calls to	<STRONG>fglEvalCoord2</STRONG>,				   <STRONG>fglEvalMesh2</STRONG>, and <STRONG>fglEvalPoint2</STRONG>				   generate <EM>s</EM>, <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> texture				   coordinates.	 See <STRONG>fglMap2</STRONG>.	  <STRONG>GL_MAP2_VERTEX_3</STRONG>	   If enabled, calls to	<STRONG>fglEvalCoord2</STRONG>,				   <STRONG>fglEvalMesh2</STRONG>, and <STRONG>fglEvalPoint2</STRONG>				   generate <EM>x</EM>, <EM>y</EM>, and <EM>z</EM>	vertex				   coordinates.	 See <STRONG>fglMap2</STRONG>.	  <STRONG>GL_MAP2_VERTEX_4</STRONG>	   If enabled, calls to	<STRONG>fglEvalCoord2</STRONG>,				   <STRONG>fglEvalMesh2</STRONG>, and <STRONG>fglEvalPoint2</STRONG>				   generate homogeneous	<EM>x</EM>, <EM>y</EM>, <EM>z</EM>, and <EM>w</EM>				   vertex coordinates.	See <STRONG>fglMap2</STRONG>.	  <STRONG>GL_NORMALIZE</STRONG>		   If enabled, normal vectors				   specified with <STRONG>fglNormal</STRONG> are	scaled				   to unit length after				   transformation. See <STRONG>fglNormal</STRONG>.	  <STRONG>GL_POINT_SMOOTH</STRONG>	   If enabled, draw points with	proper				   filtering.  Otherwise, draw aliased				   points.  See	<STRONG>fglPointSize</STRONG>.	  <STRONG>GL_POLYGON_OFFSET_FILL</STRONG>   If enabled, and if the polygon is				   rendered in <STRONG>GL_FILL</STRONG> mode, an	offset				   is added to depth values of a				   polygon's fragments before the				   depth comparison is performed. See				   <STRONG>fglPolygonOffset</STRONG>.	  <STRONG>GL_POLYGON_OFFSET_LINE</STRONG>   If enabled, and if the polygon is				   rendered in <STRONG>GL_LINE</STRONG> mode, an	offset				   is added to depth values of a				   polygon's fragments before the				   depth comparison is performed. See				   <STRONG>fglPolygonOffset</STRONG>.	  <STRONG>GL_POLYGON_OFFSET_POINT</STRONG>  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 <STRONG>GL_POINT</STRONG>				   mode. See				   <STRONG>fglPolygonOffset</STRONG>.	  <STRONG>GL_POLYGON_SMOOTH</STRONG>	   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.	  <STRONG>GL_POLYGON_STIPPLE</STRONG>	   If enabled, use the current polygon				   stipple pattern when	rendering				   polygons. See <STRONG>fglPolygonStipple</STRONG>.	  <STRONG>GL_SCISSOR_TEST</STRONG>	   If enabled, discard fragments that				   are outside the scissor rectangle.				   See <STRONG>fglScissor</STRONG>.	  <STRONG>GL_STENCIL_TEST</STRONG>	   If enabled, do stencil testing and				   update the stencil buffer. See				   <STRONG>fglStencilFunc</STRONG> and <STRONG>fglStencilOp</STRONG>.	  <STRONG>GL_TEXTURE_1D</STRONG>		   If enabled, one-dimensional				   texturing is	performed (unless				   two-dimensional texturing is	also				   enabled). See <STRONG>fglTexImage1D</STRONG>.	  <STRONG>GL_TEXTURE_2D</STRONG>		   If enabled, two-dimensional				   texturing is	performed. See				   <STRONG>fglTexImage2D</STRONG>.	  <STRONG>GL_TEXTURE_GEN_Q</STRONG>	   If enabled, the <EM>q</EM> texture				   coordinate is computed using	the				   texture generation function defined				   with	<STRONG>fglTexGen</STRONG>.  Otherwise, the				   current <EM>q</EM> texture coordinate	is				   used.  See <STRONG>fglTexGen</STRONG>.	  <STRONG>GL_TEXTURE_GEN_R</STRONG>	   If enabled, the <EM>r</EM> texture				   coordinate is computed using	the				   texture generation function defined				   with	<STRONG>fglTexGen</STRONG>.  Otherwise, the				   current <EM>r</EM> texture coordinate	is				   used.  See <STRONG>fglTexGen</STRONG>.	  <STRONG>GL_TEXTURE_GEN_S</STRONG>	   If enabled, the <EM>s</EM> texture				   coordinate is computed using	the				   texture generation function defined				   with	<STRONG>fglTexGen</STRONG>.  Otherwise, the				   current <EM>s</EM> texture coordinate	is				   used. See <STRONG>fglTexGen</STRONG>.	  <STRONG>GL_TEXTURE_GEN_T</STRONG>	   If enabled, the <EM>t</EM> texture				   coordinate is computed using	the				   texture generation function defined				   with	<STRONG>fglTexGen</STRONG>.  Otherwise, the				   current <EM>t</EM> texture coordinate	is				   used.  See <STRONG>fglTexGen</STRONG>.     <STRONG>NOTES</STRONG>	  <STRONG>GL_POLYGON_OFFSET_FILL</STRONG>, <STRONG>GL_POLYGON_OFFSET_LINE</STRONG>,	  <STRONG>GL_POLYGON_OFFSET_POINT</STRONG>, <STRONG>GL_COLOR_LOGIC_OP</STRONG>, and	  <STRONG>GL_INDEX_LOGIC_OP</STRONG> are	only available 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 one of the	values	  listed previously.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglEnable</STRONG> or <STRONG>fglDisable</STRONG>	  is executed between the execution of <STRONG>fglBegin</STRONG>	and the	  corresponding	execution of <STRONG>fglEnd</STRONG>.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglAlphaFunc</STRONG>,	<STRONG>fglBlendFunc</STRONG>, <STRONG>fglClipPlane</STRONG>, <STRONG>fglColorMaterial</STRONG>,	  <STRONG>fglCullFace</STRONG>,	  <STRONG>fglDepthFunc</STRONG>,	<STRONG>fglDepthRange</STRONG>, <STRONG>fglEnableClientState</STRONG>, <STRONG>fglFog</STRONG>,	  <STRONG>fglGet</STRONG>, <STRONG>fglIsEnabled</STRONG>,	<STRONG>fglLight</STRONG>, <STRONG>fglLightModel</STRONG>, <STRONG>fglLineWidth</STRONG>,	  <STRONG>fglLineStipple</STRONG>, <STRONG>fglLogicOp</STRONG>, <STRONG>fglMap1</STRONG>, <STRONG>fglMap2</STRONG>,	<STRONG>fglMaterial</STRONG>,	  <STRONG>fglNormal</STRONG>, <STRONG>fglPointSize</STRONG>, <STRONG>fglPolygonMode</STRONG>, <STRONG>fglPolygonOffset</STRONG>,	  <STRONG>fglPolygonStipple</STRONG>, <STRONG>fglScissor</STRONG>, <STRONG>fglStencilFunc</STRONG>, <STRONG>fglStencilOp</STRONG>,	  <STRONG>fglTexGen</STRONG>, <STRONG>fglTexImage1D</STRONG>, <STRONG>fglTexImage2D</STRONG></PRE></BODY></HTML>

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