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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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