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