Home > comp > gb.opengl > gl > enable 
  [3.0]
 fr de es it nl pl pt pt_BR mk sq ca hu tr ar fa vi ko ja ru zh zh_TW eo
Previous  Next  Edit  Rename  Undo  Refresh  Search  Administration  
Documentation
History
 
Gl.Enable (gb.opengl)
STATIC SUB Enable ( Capacity AS Integer )

Enable or disable (Gl.Disable) GL capabilities

Parameters

Description

  Gl.Enable enable various capabilities. Use gl.IsEnabled methods to determine the current setting of any capability. Gl.Enable take a single argument, Capacity, which can assume one of the following values:

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 "glFog" .

  GL_LIGHTi �   If enabled, include light i in the evaluation of the lighting equation. See "glLightModel" and "glLight".

  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 "glMaterial", "glLightModel" and "glLight" .

  GL_LINE_SMOOTH �    If enabled, draw lines with correct filtering. Otherwise, draw aliased lines. See "glLineWidth" .

  GL_LINE_STIPPLE �    If enabled, use the current line stipple pattern when drawing lines. See "glLineStipple" .

  GL_LOGIC_OP �    If enabled, apply the currently selected logical operation to the incoming and color buffer indices. See "glLogicOp".

  GL_MAP1_COLOR_4 �    If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate RGBA values. See "glMap1".

  GL_MAP1_INDEX �    If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate color indices. See "glMap1".

  GL_MAP1_NORMAL �    If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate normals. See "glMap1".

  GL_MAP1_TEXTURE_COORD_1 �    If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate s texture coordinates. See "glMap1".

  GL_MAP1_TEXTURE_COORD_2 �    If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate s and t texture coordinates. See "glMap1".

  GL_MAP1_TEXTURE_COORD_3 �    If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate s, t, and r texture coordinates. See "glMap1".

  GL_MAP1_TEXTURE_COORD_4 �    If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate s, t, r, and q texture coordinates. See "glMap1".

  GL_MAP1_VERTEX_3 �    If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate will generate x, y, and z vertex coordinates. See "glMap1".

  GL_MAP1_VERTEX_4 �    If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate homogeneous x, y, z, and w vertex coordinates. See "glMap1".

  GL_MAP2_COLOR_4 �    If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate RGBA values. See "glMap2".

  GL_MAP2_INDEX �    If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate color indices. See "glMap2".

  GL_MAP2_NORMAL �    If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate normals. See "glMap2".

  GL_MAP2_TEXTURE_COORD_1 �    If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate s texture coordinates. See "glMap2".

  GL_MAP2_TEXTURE_COORD_2 �    If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate s and t texture coordinates. See "glMap2".

  GL_MAP2_TEXTURE_COORD_3 �    If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate s, t, and r texture coordinates. See "glMap2".

  GL_MAP2_TEXTURE_COORD_4 �    If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate s, t, r, and q texture coordinates. See "glMap2".

  GL_MAP2_VERTEX_3 �    If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate will generate x, y, and z vertex coordinates. See "glMap2".

  GL_MAP2_VERTEX_4 �    If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate homogeneous x, y, z, and w vertex coordinates. See "glMap2".

  GL_NORMALIZE �    If enabled, normal vectors specified with glNormal are scaled to unit length after transformation. See "glNormal".

  GL_POINT_SMOOTH �    If enabled, draw points with proper filtering. Otherwise, draw aliased points. See "glPointSize".

  GL_POLYGON_SMOOTH �    If enabled, draw polygons with proper filtering. Otherwise, draw aliased polygons. See "glPolygonMode".

  GL_POLYGON_STIPPLE �    If enabled, use the current polygon stipple pattern when rendering polygons. See "glPolygonStipple".

  GL_SCISSOR_TEST �    If enabled, discard fragments that are outside the scissor rectangle. See "glScissor".

  GL_STENCIL_TEST �    If enabled, do stencil testing and update the stencil buffer. See "glStencilFunc" and "glStencilOp".

  GL_TEXTURE_1D �    If enabled, one-dimensional texturing is performed (unless two-dimensional texturing is also enabled). See "glTexImage1D".

  GL_TEXTURE_2D �    If enabled, two-dimensional texturing is performed. See "glTexImage2D".

  GL_TEXTURE_GEN_Q �    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".

  GL_TEXTURE_GEN_R �    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".

  GL_TEXTURE_GEN_S �    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".

  GL_TEXTURE_GEN_T �    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".

Errors

GLINVALIDENUM is generated if cap is not one of the values listed above. GLINVALIDOPERATION is generated if glEnable is called between a call to glBegin and the corresponding call to glEnd.

See also

"glAlphaFunc" , "glBlendFunc" , "glClipPlane" , "glColorMaterial" , "glCullFace" , "glDepthFunc" , "glDepthRange" , "glFog" , "glGet" , "glIsEnabled" , "glLight" , "glLightModel" , "glLineWidth" , "glLineStipple" , "glLogicOp" , "glMap1" , "glMap2" , "glMaterial" , "glNormal" , "glPointSize" , "glPolygonMode" , "glPolygonStipple" , "glScissor" , "glStencilFunc" , "glStencilOp" , "glTexGen" , "glTexImage1D" , "glTexImage2D"