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STATIC SUB Enable ( Capacity AS Integer )
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_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".
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.