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<STRONG>NAME</STRONG>
<STRONG>glEnable,</STRONG> <STRONG>glDisable</STRONG> - enable or disable server-side GL
capabilities
<STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
void <STRONG>glEnable</STRONG>( GLenum <EM>cap</EM> )
<STRONG>PARAMETERS</STRONG>
<EM>cap</EM> Specifies a symbolic constant indicating a GL
capability.
<STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
void <STRONG>glDisable</STRONG>( GLenum <EM>cap</EM> )
<STRONG>PARAMETERS</STRONG>
<EM>cap</EM> Specifies a symbolic constant indicating a GL
capability.
<STRONG>DESCRIPTION</STRONG>
<STRONG>glEnable</STRONG> and <STRONG>glDisable</STRONG> enable and disable various
capabilities. Use <STRONG>glIsEnabled</STRONG> or <STRONG>glGet</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>glEnable</STRONG> and <STRONG>glDisable</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>glAlphaFunc</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>glMap2</STRONG>.
<STRONG>GL_BLEND</STRONG> If enabled, blend the incoming RGBA
color values with the values in the
color buffers. See <STRONG>glBlendFunc</STRONG>.
<STRONG>GL_CLIP_PLANE</STRONG><EM>i</EM> If enabled, clip geometry against
user-defined clipping plane <EM>i</EM>. See
<STRONG>glClipPlane</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>glLogicOp</STRONG>.
<STRONG>GL_COLOR_MATERIAL</STRONG> If enabled, have one or more
material parameters track the
current color. See
<STRONG>glColorMaterial</STRONG>.
<STRONG>GL_CULL_FACE</STRONG> If enabled, cull polygons based on
their winding in window
coordinates. See <STRONG>glCullFace</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>glDepthFunc</STRONG> and
<STRONG>glDepthRange</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>glFog</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>glLogicOp</STRONG>.
<STRONG>GL_LIGHT</STRONG><EM>i</EM> If enabled, include light <EM>i</EM> in the
evaluation of the lighting
equation. See <STRONG>glLightModel</STRONG> and
<STRONG>glLight</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>glMaterial</STRONG>, <STRONG>glLightModel</STRONG>, and
<STRONG>glLight</STRONG>.
<STRONG>GL_LINE_SMOOTH</STRONG> If enabled, draw lines with correct
filtering. Otherwise, draw aliased
lines. See <STRONG>glLineWidth</STRONG>.
<STRONG>GL_LINE_STIPPLE</STRONG> If enabled, use the current line
stipple pattern when drawing lines.
See <STRONG>glLineStipple</STRONG>.
<STRONG>GL_MAP1_COLOR_4</STRONG> If enabled, calls to <STRONG>glEvalCoord1</STRONG>,
<STRONG>glEvalMesh1</STRONG>, and <STRONG>glEvalPoint1</STRONG>
generate RGBA values. See <STRONG>glMap1</STRONG>.
<STRONG>GL_MAP1_INDEX</STRONG> If enabled, calls to <STRONG>glEvalCoord1</STRONG>,
<STRONG>glEvalMesh1</STRONG>, and <STRONG>glEvalPoint1</STRONG>
generate color indices. See
<STRONG>glMap1</STRONG>.
<STRONG>GL_MAP1_NORMAL</STRONG> If enabled, calls to <STRONG>glEvalCoord1</STRONG>,
<STRONG>glEvalMesh1</STRONG>, and <STRONG>glEvalPoint1</STRONG>
generate normals. See <STRONG>glMap1</STRONG>.
<STRONG>GL_MAP1_TEXTURE_COORD_1</STRONG> If enabled, calls to <STRONG>glEvalCoord1</STRONG>,
<STRONG>glEvalMesh1</STRONG>, and <STRONG>glEvalPoint1</STRONG>
generate <EM>s</EM> texture coordinates.
See <STRONG>glMap1</STRONG>.
<STRONG>GL_MAP1_TEXTURE_COORD_2</STRONG> If enabled, calls to <STRONG>glEvalCoord1</STRONG>,
<STRONG>glEvalMesh1</STRONG>, and <STRONG>glEvalPoint1</STRONG>
generate <EM>s</EM> and <EM>t</EM> texture
coordinates. See <STRONG>glMap1</STRONG>.
<STRONG>GL_MAP1_TEXTURE_COORD_3</STRONG> If enabled, calls to <STRONG>glEvalCoord1</STRONG>,
<STRONG>glEvalMesh1</STRONG>, and <STRONG>glEvalPoint1</STRONG>
generate <EM>s</EM>, <EM>t</EM>, and <EM>r</EM> texture
coordinates. See <STRONG>glMap1</STRONG>.
<STRONG>GL_MAP1_TEXTURE_COORD_4</STRONG> If enabled, calls to <STRONG>glEvalCoord1</STRONG>,
<STRONG>glEvalMesh1</STRONG>, and <STRONG>glEvalPoint1</STRONG>
generate <EM>s</EM>, <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> texture
coordinates. See <STRONG>glMap1</STRONG>.
<STRONG>GL_MAP1_VERTEX_3</STRONG> If enabled, calls to <STRONG>glEvalCoord1</STRONG>,
<STRONG>glEvalMesh1</STRONG>, and <STRONG>glEvalPoint1</STRONG>
generate <EM>x</EM>, <EM>y</EM>, and <EM>z</EM> vertex
coordinates. See <STRONG>glMap1</STRONG>.
<STRONG>GL_MAP1_VERTEX_4</STRONG> If enabled, calls to <STRONG>glEvalCoord1</STRONG>,
<STRONG>glEvalMesh1</STRONG>, and <STRONG>glEvalPoint1</STRONG>
generate homogeneous <EM>x</EM>, <EM>y</EM>, <EM>z</EM>, and <EM>w</EM>
vertex coordinates. See <STRONG>glMap1</STRONG>.
<STRONG>GL_MAP2_COLOR_4</STRONG> If enabled, calls to <STRONG>glEvalCoord2</STRONG>,
<STRONG>glEvalMesh2</STRONG>, and <STRONG>glEvalPoint2</STRONG>
generate RGBA values. See <STRONG>glMap2</STRONG>.
<STRONG>GL_MAP2_INDEX</STRONG> If enabled, calls to <STRONG>glEvalCoord2</STRONG>,
<STRONG>glEvalMesh2</STRONG>, and <STRONG>glEvalPoint2</STRONG>
generate color indices. See
<STRONG>glMap2</STRONG>.
<STRONG>GL_MAP2_NORMAL</STRONG> If enabled, calls to <STRONG>glEvalCoord2</STRONG>,
<STRONG>glEvalMesh2</STRONG>, and <STRONG>glEvalPoint2</STRONG>
generate normals. See <STRONG>glMap2</STRONG>.
<STRONG>GL_MAP2_TEXTURE_COORD_1</STRONG> If enabled, calls to <STRONG>glEvalCoord2</STRONG>,
<STRONG>glEvalMesh2</STRONG>, and <STRONG>glEvalPoint2</STRONG>
generate <EM>s</EM> texture coordinates.
See <STRONG>glMap2</STRONG>.
<STRONG>GL_MAP2_TEXTURE_COORD_2</STRONG> If enabled, calls to <STRONG>glEvalCoord2</STRONG>,
<STRONG>glEvalMesh2</STRONG>, and <STRONG>glEvalPoint2</STRONG>
generate <EM>s</EM> and <EM>t</EM> texture
coordinates. See <STRONG>glMap2</STRONG>.
<STRONG>GL_MAP2_TEXTURE_COORD_3</STRONG> If enabled, calls to <STRONG>glEvalCoord2</STRONG>,
<STRONG>glEvalMesh2</STRONG>, and <STRONG>glEvalPoint2</STRONG>
generate <EM>s</EM>, <EM>t</EM>, and <EM>r</EM> texture
coordinates. See <STRONG>glMap2</STRONG>.
<STRONG>GL_MAP2_TEXTURE_COORD_4</STRONG> If enabled, calls to <STRONG>glEvalCoord2</STRONG>,
<STRONG>glEvalMesh2</STRONG>, and <STRONG>glEvalPoint2</STRONG>
generate <EM>s</EM>, <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> texture
coordinates. See <STRONG>glMap2</STRONG>.
<STRONG>GL_MAP2_VERTEX_3</STRONG> If enabled, calls to <STRONG>glEvalCoord2</STRONG>,
<STRONG>glEvalMesh2</STRONG>, and <STRONG>glEvalPoint2</STRONG>
generate <EM>x</EM>, <EM>y</EM>, and <EM>z</EM> vertex
coordinates. See <STRONG>glMap2</STRONG>.
<STRONG>GL_MAP2_VERTEX_4</STRONG> If enabled, calls to <STRONG>glEvalCoord2</STRONG>,
<STRONG>glEvalMesh2</STRONG>, and <STRONG>glEvalPoint2</STRONG>
generate homogeneous <EM>x</EM>, <EM>y</EM>, <EM>z</EM>, and <EM>w</EM>
vertex coordinates. See <STRONG>glMap2</STRONG>.
<STRONG>GL_NORMALIZE</STRONG> If enabled, normal vectors
specified with <STRONG>glNormal</STRONG> are scaled
to unit length after
transformation. See <STRONG>glNormal</STRONG>.
<STRONG>GL_POINT_SMOOTH</STRONG> If enabled, draw points with proper
filtering. Otherwise, draw aliased
points. See <STRONG>glPointSize</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>glPolygonOffset</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>glPolygonOffset</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>glPolygonOffset</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>glPolygonStipple</STRONG>.
<STRONG>GL_SCISSOR_TEST</STRONG> If enabled, discard fragments that
are outside the scissor rectangle.
See <STRONG>glScissor</STRONG>.
<STRONG>GL_STENCIL_TEST</STRONG> If enabled, do stencil testing and
update the stencil buffer. See
<STRONG>glStencilFunc</STRONG> and <STRONG>glStencilOp</STRONG>.
<STRONG>GL_TEXTURE_1D</STRONG> If enabled, one-dimensional
texturing is performed (unless
two-dimensional texturing is also
enabled). See <STRONG>glTexImage1D</STRONG>.
<STRONG>GL_TEXTURE_2D</STRONG> If enabled, two-dimensional
texturing is performed. See
<STRONG>glTexImage2D</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>glTexGen</STRONG>. Otherwise, the
current <EM>q</EM> texture coordinate is
used. See <STRONG>glTexGen</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>glTexGen</STRONG>. Otherwise, the
current <EM>r</EM> texture coordinate is
used. See <STRONG>glTexGen</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>glTexGen</STRONG>. Otherwise, the
current <EM>s</EM> texture coordinate is
used. See <STRONG>glTexGen</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>glTexGen</STRONG>. Otherwise, the
current <EM>t</EM> texture coordinate is
used. See <STRONG>glTexGen</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>glEnable</STRONG> or <STRONG>glDisable</STRONG>
is executed between the execution of <STRONG>glBegin</STRONG> and the
corresponding execution of <STRONG>glEnd</STRONG>.
<STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>
<STRONG>glAlphaFunc</STRONG>, <STRONG>glBlendFunc</STRONG>, <STRONG>glClipPlane</STRONG>, <STRONG>glColorMaterial</STRONG>,
<STRONG>glCullFace</STRONG>,
<STRONG>glDepthFunc</STRONG>, <STRONG>glDepthRange</STRONG>, <STRONG>glEnableClientState</STRONG>, <STRONG>glFog</STRONG>,
<STRONG>glGet</STRONG>, <STRONG>glIsEnabled</STRONG>, <STRONG>glLight</STRONG>, <STRONG>glLightModel</STRONG>, <STRONG>glLineWidth</STRONG>,
<STRONG>glLineStipple</STRONG>, <STRONG>glLogicOp</STRONG>, <STRONG>glMap1</STRONG>, <STRONG>glMap2</STRONG>, <STRONG>glMaterial</STRONG>,
<STRONG>glNormal</STRONG>, <STRONG>glPointSize</STRONG>, <STRONG>glPolygonMode</STRONG>, <STRONG>glPolygonOffset</STRONG>,
<STRONG>glPolygonStipple</STRONG>, <STRONG>glScissor</STRONG>, <STRONG>glStencilFunc</STRONG>, <STRONG>glStencilOp</STRONG>,
<STRONG>glTexGen</STRONG>, <STRONG>glTexImage1D</STRONG>, <STRONG>glTexImage2D</STRONG>
</PRE>
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