glEnable — enable or disable server-side GL capabilities
void glEnable (GLenum cap);
Specifies a symbolic constant indicating a GL capability.
void glDisable (GLenum cap);
Specifies a symbolic constant indicating a GL capability.
glEnable and glDisable enable and disable various capabilities. Use glIsEnabled or
glGet to determine the current setting of any capability. The initial value for each capability with the exception of
GL_DITHER
is GL_FALSE
. The initial value for GL_DITHER
is GL_TRUE
.
Both glEnable and glDisable take a single argument, cap, which can assume one of the following values:
If enabled, do alpha testing. See glAlphaFunc.
If enabled, generate normal vectors when either GL_MAP2_VERTEX_3
or GL_MAP2_VERTEX_4
is used to generate
vertices. See glMap2.
If enabled, blend the incoming RGBA color values with the values in the color buffers. See glBlendFunc.
If enabled, clip geometry against user-defined clipping plane i. See glClipPlane.
If enabled, apply the currently selected logical operation to the incoming RGBA color and color buffer values. See glLogicOp.
If enabled, have one or more material parameters track the current color. See glColorMaterial.
If enabled, add the secondary color value to the computed fragment color. See glSecondaryColor.
If enabled, perform a color table lookup on the incoming RGBA color values. See glColorTable.
If enabled, perform a 1D convolution operation on incoming RGBA color values. See glConvolutionFilter1D.
If enabled, perform a 2D convolution operation on incoming RGBA color values. See glConvolutionFilter2D.
If enabled, cull polygons based on their winding in window coordinates. See glCullFace.
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 glDepthFunc and glDepthRange.
If enabled, dither color components or indices before they are written to the color buffer.
If enabled, blend a fog color into the post-texturing color. See glFog.
If enabled, histogram incoming RGBA color values. See glHistogram.
If enabled, apply the currently selected logical operation to the incoming index and color buffer indices. See glLogicOp.
If enabled, include light i in the evaluation of the lighting equation. See glLightModel and glLight.
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 glMaterial, glLightModel, and glLight.
If enabled, draw lines with correct filtering. Otherwise, draw aliased lines. See glLineWidth.
If enabled, use the current line stipple pattern when drawing lines. See glLineStipple.
If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate RGBA values. See glMap1.
If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate color indices. See glMap1.
If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate normals. See glMap1.
If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate s texture coordinates. See glMap1.
If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate s and t texture coordinates. See glMap1.
If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate s, t, and r texture coordinates. See glMap1.
If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate s, t, r, and q texture coordinates. See glMap1.
If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate x, y, and z vertex coordinates. See glMap1.
If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate homogeneous x, y, z, and w vertex coordinates. See glMap1.
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate RGBA values. See glMap2.
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate color indices. See glMap2.
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate normals. See glMap2.
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s texture coordinates. See glMap2.
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s and t texture coordinates. See glMap2.
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s, t, and r texture coordinates. See glMap2.
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s, t, r, and q texture coordinates. See glMap2.
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate x, y, and z vertex coordinates. See glMap2.
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate homogeneous x, y, z, and w vertex coordinates. See glMap2.
If enabled, compute the minimum and maximum values of incoming RGBA color values. See glMinmax.
If enabled, use multiple fragment samples in computing the final color of a pixel. See glSampleCoverage.
If enabled, normal vectors specified with glNormal are scaled to unit length after transformation. See glNormal.
If enabled, draw points with proper filtering. Otherwise, draw aliased points. See glPointSize.
If enabled, calculate texture coordinates for points based on texture environment and point parameter settings. Otherwise texture coordinates are constant across points.
If enabled, and if the polygon is rendered in GL_FILL
mode, an offset is added to depth values of a polygon's fragments
before the depth comparison is performed. See glPolygonOffset.
If enabled, and if the polygon is rendered in GL_LINE
mode, an offset is added to depth values of a polygon's fragments
before the depth comparison is performed. See glPolygonOffset.
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 GL_POINT
mode. See glPolygonOffset.
If enabled, draw polygons with proper filtering. Otherwise, draw aliased polygons. For correct antialiased polygons, an alpha buffer is needed and the polygons must be sorted front to back.
If enabled, use the current polygon stipple pattern when rendering polygons. See glPolygonStipple.
If enabled, perform a color table lookup on RGBA color values after color matrix transformation. See glColorTable.
If enabled, perform a color table lookup on RGBA color values after convolution. See glColorTable.
If enabled, normal vectors specified with glNormal are scaled to unit length after transformation. See glNormal.
If enabled, compute a temporary coverage value where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value.
If enabled, each sample alpha value is replaced by the maximum representable alpha value.
If enabled, the fragment's coverage is ANDed with the temporary coverage value. If GL_SAMPLE_COVERAGE_INVERT
is set to
GL_TRUE
, invert the coverage value. See glSampleCoverage.
If enabled, perform a two-dimensional convolution operation using a separable convolution filter on incoming RGBA color values. See glSeparableFilter2D.
If enabled, discard fragments that are outside the scissor rectangle. See glScissor.
If enabled, do stencil testing and update the stencil buffer. See glStencilFunc and glStencilOp.
If enabled, one-dimensional texturing is performed (unless two- or three-dimensional or cube-mapped texturing is also enabled). See glTexImage1D.
If enabled, two-dimensional texturing is performed (unless three-dimensional or cube-mapped texturing is also enabled). See glTexImage2D.
If enabled, three-dimensional texturing is performed (unless cube-mapped texturing is also enabled). See glTexImage3D.
If enabled, cube-mapped texturing is performed. See glTexImage2D.
If enabled, the q texture coordinate is computed using the texture generation function defined with glTexGen. Otherwise, the current q texture coordinate is used. See glTexGen.
If enabled, the r texture coordinate is computed using the texture generation function defined with glTexGen. Otherwise, the current r texture coordinate is used. See glTexGen.
If enabled, the s texture coordinate is computed using the texture generation function defined with glTexGen. Otherwise, the current s texture coordinate is used. See glTexGen.
If enabled, the t texture coordinate is computed using the texture generation function defined with glTexGen. Otherwise, the current t texture coordinate is used. See glTexGen.
If enabled, and a vertex shader is active, then the derived point size is taken from the (potentially clipped) shader builtin
gl_PointSize
and clamped to the implementation-dependent point size range.
If enabled, and a vertex shader is active, it specifies that the GL will choose between front and back colors based on the polygon's face direction of which the vertex being shaded is a part. It has no effect on points or lines.
GL_POLYGON_OFFSET_FILL
, GL_POLYGON_OFFSET_LINE
, GL_POLYGON_OFFSET_POINT
,
GL_COLOR_LOGIC_OP
, and GL_INDEX_LOGIC_OP
are available only if the GL version is 1.1 or greater.
GL_RESCALE_NORMAL
, and GL_TEXTURE_3D
are available only if the GL version is 1.2 or greater.
GL_MULTISAMPLE
, GL_SAMPLE_ALPHA_TO_COVERAGE
, GL_SAMPLE_ALPHA_TO_ONE
, GL_SAMPLE_COVERAGE
,
GL_TEXTURE_CUBE_MAP
are available only if the GL version is 1.3 or greater.
GL_POINT_SPRITE
, GL_VERTEX_PROGRAM_POINT_SIZE
, and GL_VERTEX_PROGRAM_TWO_SIDE
is available only if
the GL version is 2.0 or greater.
GL_COLOR_TABLE
, GL_CONVOLUTION_1D
, GL_CONVOLUTION_2D
, GL_HISTOGRAM
,
GL_MINMAX
, GL_POST_COLOR_MATRIX_COLOR_TABLE
, GL_POST_CONVOLUTION_COLOR_TABLE
, and
GL_SEPARABLE_2D
are available only if ARB_imaging
is returned from glGet with an argument of
GL_EXTENSIONS
.
For OpenGL versions 1.3 and greater, or when ARB_multitexture
is supported, GL_TEXTURE_1D
,
GL_TEXTURE_2D
, GL_TEXTURE_3D
, GL_TEXTURE_GEN_S
, GL_TEXTURE_GEN_T
,
GL_TEXTURE_GEN_R
, and GL_TEXTURE_GEN_Q
enable or disable the respective state for the active texture unit
specified with glActiveTexture.
GL_INVALID_ENUM
is generated if cap is not one of the values listed previously.
GL_INVALID_OPERATION
is generated if glEnable or glDisable is executed between the execution of
glBegin and the corresponding execution of glEnd.
glActiveTexture, glAlphaFunc, glBlendFunc, glClipPlane, glColorMaterial, glCullFace, glDepthFunc, glDepthRange, glEnableClientState, glFog, glGet, glIsEnabled, glLight, glLightModel, glLineWidth, glLineStipple, glLogicOp, glMap1, glMap2, glMaterial, glNormal, glPointSize, glPolygonMode, glPolygonOffset, glPolygonStipple, glScissor, glStencilFunc, glStencilOp, glTexGen, glTexImage1D, glTexImage2D, glTexImage3D