Name

glEnable, glDisable -	enable or disable server-side GL
capabilities

Python Specification

glDisable
	glDisable(cap) -> None
glEnable
	glEnable(cap) -> None

C Specification

void glEnable( GLenum	cap )

Parameters

cap  Specifies a symbolic constant indicating	a GL
     capability.

C Specification

void glDisable( GLenum cap )

Parameters

cap  Specifies a symbolic constant indicating	a GL
     capability.

Description

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:

GL_ALPHA_TEST		   If enabled, do alpha	testing. See
                         glAlphaFunc.

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 glMap2.

GL_BLEND		   If enabled, blend the incoming RGBA
                         color values	with the values	in the
                         color buffers. See glBlendFunc.

GL_CLIP_PLANEi	   If enabled, clip geometry against
                         user-defined	clipping plane i.  See
                         glClipPlane.

GL_COLOR_LOGIC_OP	   If enabled, apply the currently
                         selected logical operation to the
                         incoming RGBA color and color
                         buffer values. See glLogicOp.

GL_COLOR_MATERIAL	   If enabled, have one	or more
                         material parameters track the
                         current color.  See
                         glColorMaterial.

GL_CULL_FACE		   If enabled, cull polygons based on
                         their winding in window
                         coordinates.	See glCullFace.

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 glDepthFunc and
                         glDepthRange.

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_INDEX_LOGIC_OP	   If enabled, apply the currently
                         selected logical operation to the
                         incoming index and color buffer
                         indices. See
                         glLogicOp.

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_MAP1_COLOR_4	   If enabled, calls to	glEvalCoord1,
                         glEvalMesh1,	and glEvalPoint1
                         generate RGBA values.  See glMap1.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

GL_MAP2_VERTEX_4	   If enabled, calls to	glEvalCoord2,
                         glEvalMesh2,	and glEvalPoint2
                         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_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
                         glPolygonOffset.

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
                         glPolygonOffset.

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
                         glPolygonOffset.

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 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.

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 glEnable	or glDisable
is executed between the execution of glBegin and the
corresponding	execution of glEnd.

See Also

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

:: Documentation :: References :: GL ::
:: Index (n/a) ::