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glEnable(3G)							  glEnable(3G)

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

SYNOPSIS
       void glEnable(
	       GLenum cap ); void glDisable(
	       GLenum cap );

PARAMETERS
       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	 capa‐
       bility.	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: If enabled, do alpha testing. See
       glAlphaFunc().	If  enabled,  generate	normal	vectors	 when	either
       GL_MAP2_VERTEX_3	 or GL_MAP2_VERTEX_4 is used to generate vertices. See
       glMap2().  If enabled, blend the incoming RGBA color  values  with  the
       values in the color buffers. See glBlendFunc().	If enabled, clip geom‐
       etry against user-defined clipping  plane  i.  See  glClipPlane().   If
       enabled, apply the currently selected logical operation to the incoming
       RGBA color and color buffer values. See glLogicOp().  If enabled,  have
       one or more material parameters track the current color. See glColorMa‐
       terial().  If enabled, preform a color table  lookup  on	 the  incoming
       RGBA color values. See glColorTable().  If enabled, perform a 1D convo‐
       lution operation on incoming RGBA color values.	See  glConvolutionFil‐
       ter1D().	  If  enabled,	perform a 2D convolution operation on incoming
       RGBA color values. See glConvolutionFilter2D().	If enabled, cull poly‐
       gons  based  on	their winding in window coordinates. See glCullFace().
       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 glDepth‐
       Func()  and  glDepthRange().   If  enabled,  dither color components or
       indices before they are written to the color buffer.  If enabled, blend
       a  fog  color  into  the posttexturing color. See glFog().  If enabled,
       histogram incoming RGBA color values. See glHistogram().	  If  enabled,
       apply  the  currently  selected logical operation to the incoming index
       and color buffer indices. See glLogicOp().  If enabled, include light i
       in  the	evaluation  of	the  lighting equation. See glLightModel() and
       glLight().  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().   If	enabled, draw lines with correct filtering. Otherwise,
       draw aliased lines. See glLineWidth().  If  enabled,  use  the  current
       line  stipple  pattern  when  drawing  lines.  See glLineStipple().  If
       enabled, calls to  glEvalCoord1(),  glEvalMesh1(),  and	glEvalPoint1()
       generate	 RGBA  values.	See  glMap1().	If enabled, calls to glEvalCo‐
       ord1(), glEvalMesh1(), and glEvalPoint1() generate color	 indices.  See
       glMap1().  If enabled, calls to glEvalCoord1(), glEvalMesh1(), and glE‐
       valPoint1() generate normals. See glMap1().  If enabled, calls to  glE‐
       valCoord1(), glEvalMesh1(), and glEvalPoint1() generate s texture coor‐
       dinates. See glMap1().	If  enabled,  calls  to	 glEvalCoord1(),  glE‐
       valMesh1(),  and	 glEvalPoint1()	 generate s and t texture coordinates.
       See glMap1().  If enabled, calls to glEvalCoord1(), glEvalMesh1(),  and
       glEvalPoint1()  generate s, t, and r texture coordinates. See glMap1().
       If enabled, calls to glEvalCoord1(), glEvalMesh1(), and	glEvalPoint1()
       generate s, t, r, and q texture coordinates. See glMap1().  If enabled,
       calls to glEvalCoord1(), glEvalMesh1(), and glEvalPoint1() generate  x,
       y,  and	z vertex coordinates. See glMap1().  If enabled, calls to glE‐
       valCoord1(), glEvalMesh1(), and glEvalPoint1() generate homogeneous  x,
       y,  z,  and  w  vertex coordinates. See glMap1().  If enabled, calls to
       glEvalCoord2(), glEvalMesh2(), and glEvalPoint2() generate RGBA values.
       See  glMap2().  If enabled, calls to glEvalCoord2(), glEvalMesh2(), and
       glEvalPoint2() generate color indices. See glMap2().  If enabled, calls
       to  glEvalCoord2(), glEvalMesh2(), and glEvalPoint2() generate normals.
       See glMap2().  If enabled, calls to glEvalCoord2(), glEvalMesh2(),  and
       glEvalPoint2()  generate	 s  texture  coordinates.  See	glMap2().   If
       enabled, calls to  glEvalCoord2(),  glEvalMesh2(),  and	glEvalPoint2()
       generate	 s and t texture coordinates. See glMap2().  If enabled, calls
       to glEvalCoord2(), glEvalMesh2(), and glEvalPoint2() generate s, t, and
       r  texture  coordinates.	 See glMap2().	If enabled, calls to glEvalCo‐
       ord2(), glEvalMesh2(), and glEvalPoint2() generate s, t, r, and q  tex‐
       ture  coordinates.  See glMap2().  If enabled, calls to glEvalCoord2(),
       glEvalMesh2(), and glEvalPoint2() generate x, y, and z  vertex  coordi‐
       nates.  See  glMap2().	If  enabled,  calls  to	 glEvalCoord2(),  glE‐
       valMesh2(), and glEvalPoint2() generate homogeneous x, y, z, and w ver‐
       tex  coordinates.  See  glMap2().   If enabled, compute the minimum and
       maximum values of incoming  RGBA	 color	values.	 See  glMinmax().   If
       enabled,	 normal	 vectors  specified with glNormal() are scaled to unit
       length after transformation. See glNormal().  If enabled,  draw	points
       with  proper  filtering.	 Otherwise,  draw aliased points. See glPoint‐
       Size().	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().  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  per‐
       formed. See glPolygonOffset().  If enabled, an offset is added to depth
       values of a polygon's fragments before the  depth  comparison  is  per‐
       formed,	if the polygon is rendered in GL_POINT mode. See glPolygonOff‐
       set().  If enabled, draw polygons  with	proper	filtering.  Otherwise,
       draw aliased polygons. For correct anti-aliased polygons, an alpha buf‐
       fer is needed and the polygons  must  be	 sorted	 front	to  back.   If
       enabled,	 use  the current polygon stipple pattern when rendering poly‐
       gons. See glPolygonStipple().  If enabled, preform a color table lookup
       on  RGBA	 color	values	after  color matrix transformation. See glCol‐
       orTable().  If enabled, preform a color table lookup on RGBA color val‐
       ues  after convolution. See glColorTable().  If enabled, normal vectors
       specified with glNormal() are scaled to unit length  after  transforma‐
       tion.  See  glNormal().	If enabled, perform a two-dimensional convolu‐
       tion operation using a separable convolution filter  on	incoming  RGBA
       color values. See glSeparableFilter2D().	 If enabled, discard fragments
       that are outside the scissor rectangle. See glScissor().	  If  enabled,
       do  stencil  testing and update the stencil buffer. See glStencilFunc()
       and glStencilOp().  If enabled, one-dimensional texturing is  performed
       (unless	two-  or  three-dimensional  texturing	is  also enabled). See
       glTexImage1D().	If enabled,  two-dimensional  texturing	 is  performed
       (unless	three-dimensional  texturing  is  also enabled).  See glTexIm‐
       age2D().	 If enabled, three-dimensional	texturing  is  performed.  See
       glTexImage3D().	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().  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().  If enabled, the s texture coordinate is computed
       using  the  texture generation function defined with glTexGen(). Other‐
       wise, the current s texture coordinate is  used.	 See  glTexGen().   If
       enabled, the t texture coordinate is computed using the texture genera‐
       tion 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_OFF‐
       SET_POINT, GL_COLOR_LOGIC_OP, and GL_INDEX_LOGIC_OP are available  only
       if the GL version is 1.1 or greater.

       GL_RESCALE_NORMAL,  and GL_TEXTURE_3D are available only if the GL ver‐
       sion is 1.2 or greater.

       GL_COLOR_TABLE,	GL_CONVOLUTION_1D,  GL_CONVOLUTION_2D,	 GL_HISTOGRAM,
       GL_MINMAX,      GL_POST_COLOR_MATRIX_COLOR_TABLE,      GL_POST_CONVOLU‐
       TION_COLOR_TABLE,   and	 GL_SEPARABLE_2D   are	 available   only   if
       GL_ARB_imaging  is  returned from glGet() with an argument of GL_EXTEN‐
       SIONS.

       If  GL_ARB_multitexture	is  supported,	GL_TEXTURE_1D,	GL_TEXTURE_2D,
       GL_TEXTURE_3D,  GL_TEXTURE_GEN_S,  GL_TEXTURE_GEN_T,  GL_TEXTURE_GEN_R,
       and GL_TEXTURE_GEN_Q enable or disable the  respective  state  for  the
       active texture unit specified with glActiveTextureARB().

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  exe‐
       cuted  between  the execution of glBegin() and the corresponding execu‐
       tion of glEnd().

SEE ALSO
       glActiveTextureARB(3), glAlphaFunc(3), glBlendFunc(3),  glClipPlane(3),
       glColorMaterial(3),   glCullFace(3),  glDepthFunc(3),  glDepthRange(3),
       glEnableClientState(3), glFog(3), glGet(3), glIsEnabled(3), glLight(3),
       glLightModel(3),	   glLineWidth(3),   glLineStipple(3),	 glLogicOp(3),
       glMap1(3),  glMap2(3),  glMaterial(3),	glNormal(3),   glPointSize(3),
       glPolygonMode(3),   glPolygonOffset(3),	 glPolygonStipple(3),  glScis‐
       sor(3), glStencilFunc(3), glStencilOp(3), glTexGen(3), glTexImage1D(3),
       glTexImage2D(3), glTexImage3D(3)

								  glEnable(3G)
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