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glEnable--全稱為enable or disable GL capabilities ,為一種英文技術語言。在平時的科研中會較常用到。

  glEnable

  NAME

  glEnable, glDisable -- enable or disable GL capabilities 啟動光照

  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.

  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.

  AUTO_NORMAL

  If enabled, compute surface normal vectors analytically 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_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. 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_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 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 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 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 patttern 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

  GL_INVALID_ENUM is generated if cap is not one of the values listed above.

  GL_INVALID_OPERATION is generated if glEnable is called between a call to glBegin and the corresponding call to glEnd.
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