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1111 lines
52 KiB
XML
1111 lines
52 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
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"http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
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<refentry id="glEnable">
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<refmeta>
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<refmetainfo>
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<copyright>
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<year>1991-2006</year>
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<holder>Silicon Graphics, Inc.</holder>
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</copyright>
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</refmetainfo>
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<refentrytitle>glEnable</refentrytitle>
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<manvolnum>3G</manvolnum>
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</refmeta>
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<refnamediv>
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<refname>glEnable</refname>
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<refpurpose>enable or disable server-side GL capabilities</refpurpose>
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</refnamediv>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glEnable</function></funcdef>
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<paramdef>GLenum <parameter>cap</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 id="parameters"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>cap</parameter></term>
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<listitem>
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<para>
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Specifies a symbolic constant indicating a GL capability.
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</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glDisable</function></funcdef>
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<paramdef>GLenum <parameter>cap</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 id="parameters2"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>cap</parameter></term>
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<listitem>
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<para>
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Specifies a symbolic constant indicating a GL capability.
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</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsect1 id="description"><title>Description</title>
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<para>
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<function>glEnable</function> and <citerefentry><refentrytitle>glDisable</refentrytitle></citerefentry> enable and disable various capabilities.
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Use <citerefentry><refentrytitle>glIsEnabled</refentrytitle></citerefentry> or <citerefentry><refentrytitle>glGet</refentrytitle></citerefentry> to determine the current setting
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of any capability. The initial value for each capability with the
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exception of <constant>GL_DITHER</constant> and <constant>GL_MULTISAMPLE</constant> is <constant>GL_FALSE</constant>. The initial value for
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<constant>GL_DITHER</constant> and <constant>GL_MULTISAMPLE</constant> is <constant>GL_TRUE</constant>.
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</para>
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<para>
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Both <function>glEnable</function> and <citerefentry><refentrytitle>glDisable</refentrytitle></citerefentry> take a single argument, <parameter>cap</parameter>,
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which can assume one of the following values:
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</para>
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<variablelist>
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<varlistentry>
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<term><constant>GL_ALPHA_TEST</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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do alpha testing. See
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<citerefentry><refentrytitle>glAlphaFunc</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_AUTO_NORMAL</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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generate normal vectors when either
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<constant>GL_MAP2_VERTEX_3</constant> or
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<constant>GL_MAP2_VERTEX_4</constant> is used to generate vertices.
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See <citerefentry><refentrytitle>glMap2</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_BLEND</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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blend the computed fragment color values with the values in the color
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buffers. See <citerefentry><refentrytitle>glBlendFunc</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_CLIP_PLANE</constant><emphasis>i</emphasis></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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clip geometry against user-defined clipping plane <emphasis>i</emphasis>.
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See <citerefentry><refentrytitle>glClipPlane</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_COLOR_LOGIC_OP</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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apply the currently selected logical operation to the computed fragment
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color and color buffer values. See <citerefentry><refentrytitle>glLogicOp</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_COLOR_MATERIAL</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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have one or more material parameters track the current color.
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See <citerefentry><refentrytitle>glColorMaterial</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_COLOR_SUM</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled and no fragment shader is active,
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add the secondary color value to the computed fragment color.
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See <citerefentry><refentrytitle>glSecondaryColor</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_COLOR_TABLE</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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perform a color table lookup on the incoming RGBA color values.
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See <citerefentry><refentrytitle>glColorTable</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_CONVOLUTION_1D</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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perform a 1D convolution operation on incoming RGBA color values.
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See <citerefentry><refentrytitle>glConvolutionFilter1D</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_CONVOLUTION_2D</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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perform a 2D convolution operation on incoming RGBA color values.
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See <citerefentry><refentrytitle>glConvolutionFilter2D</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_CULL_FACE</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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cull polygons based on their winding in window coordinates.
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See <citerefentry><refentrytitle>glCullFace</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_DEPTH_TEST</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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do depth comparisons and update the depth buffer. Note that even if
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the depth buffer exists and the depth mask is non-zero, the
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depth buffer is not updated if the depth test is disabled. See
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<citerefentry><refentrytitle>glDepthFunc</refentrytitle></citerefentry> and
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<citerefentry><refentrytitle>glDepthRange</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_DITHER</constant> </term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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dither color components or indices before they are written to the
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color buffer.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_FOG</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled and no fragment shader is active,
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blend a fog color into the post-texturing color.
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See <citerefentry><refentrytitle>glFog</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_HISTOGRAM</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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histogram incoming RGBA color values.
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See <citerefentry><refentrytitle>glHistogram</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_INDEX_LOGIC_OP</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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apply the currently selected logical operation to the incoming index and color
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buffer indices.
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See <citerefentry><refentrytitle>glLogicOp</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_LIGHT</constant><emphasis>i</emphasis></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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include light <emphasis>i</emphasis> in the evaluation of the lighting
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equation. See <citerefentry><refentrytitle>glLightModel</refentrytitle></citerefentry> and <citerefentry><refentrytitle>glLight</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_LIGHTING</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled and no vertex shader is active,
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use the current lighting parameters to compute the vertex color or index.
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Otherwise, simply associate the current color or index with each
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vertex. See
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<citerefentry><refentrytitle>glMaterial</refentrytitle></citerefentry>, <citerefentry><refentrytitle>glLightModel</refentrytitle></citerefentry>, and <citerefentry><refentrytitle>glLight</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_LINE_SMOOTH</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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draw lines with correct filtering.
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Otherwise,
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draw aliased lines.
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See <citerefentry><refentrytitle>glLineWidth</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_LINE_STIPPLE</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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use the current line stipple pattern when drawing lines. See
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<citerefentry><refentrytitle>glLineStipple</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_MAP1_COLOR_4</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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calls to
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<citerefentry><refentrytitle>glEvalCoord1</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glEvalMesh1</refentrytitle></citerefentry>, and
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<citerefentry><refentrytitle>glEvalPoint1</refentrytitle></citerefentry> generate RGBA values.
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See <citerefentry><refentrytitle>glMap1</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_MAP1_INDEX</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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calls to
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<citerefentry><refentrytitle>glEvalCoord1</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glEvalMesh1</refentrytitle></citerefentry>, and
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<citerefentry><refentrytitle>glEvalPoint1</refentrytitle></citerefentry> generate color indices.
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See <citerefentry><refentrytitle>glMap1</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_MAP1_NORMAL</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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calls to
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<citerefentry><refentrytitle>glEvalCoord1</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glEvalMesh1</refentrytitle></citerefentry>, and
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<citerefentry><refentrytitle>glEvalPoint1</refentrytitle></citerefentry> generate normals.
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See <citerefentry><refentrytitle>glMap1</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_MAP1_TEXTURE_COORD_1</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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calls to
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<citerefentry><refentrytitle>glEvalCoord1</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glEvalMesh1</refentrytitle></citerefentry>, and
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<citerefentry><refentrytitle>glEvalPoint1</refentrytitle></citerefentry> generate
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<emphasis>s</emphasis>
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texture coordinates.
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See <citerefentry><refentrytitle>glMap1</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_MAP1_TEXTURE_COORD_2</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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calls to
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<citerefentry><refentrytitle>glEvalCoord1</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glEvalMesh1</refentrytitle></citerefentry>, and
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<citerefentry><refentrytitle>glEvalPoint1</refentrytitle></citerefentry> generate
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<emphasis>s</emphasis> and
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<emphasis>t</emphasis> texture coordinates.
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See <citerefentry><refentrytitle>glMap1</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_MAP1_TEXTURE_COORD_3</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
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calls to
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<citerefentry><refentrytitle>glEvalCoord1</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glEvalMesh1</refentrytitle></citerefentry>, and
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<citerefentry><refentrytitle>glEvalPoint1</refentrytitle></citerefentry> generate
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<emphasis>s</emphasis>,
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<emphasis>t</emphasis>, and
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<emphasis>r</emphasis> texture coordinates.
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See <citerefentry><refentrytitle>glMap1</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_MAP1_TEXTURE_COORD_4</constant></term>
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<listitem>
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<para>
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</para>
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<para>
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If enabled,
|
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calls to
|
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<citerefentry><refentrytitle>glEvalCoord1</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glEvalMesh1</refentrytitle></citerefentry>, and
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<citerefentry><refentrytitle>glEvalPoint1</refentrytitle></citerefentry> generate
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<emphasis>s</emphasis>,
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<emphasis>t</emphasis>,
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<emphasis>r</emphasis>, and
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<emphasis>q</emphasis> texture coordinates.
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See <citerefentry><refentrytitle>glMap1</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_MAP1_VERTEX_3</constant></term>
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<listitem>
|
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<para>
|
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</para>
|
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<para>
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If enabled,
|
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calls to
|
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<citerefentry><refentrytitle>glEvalCoord1</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glEvalMesh1</refentrytitle></citerefentry>, and
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<citerefentry><refentrytitle>glEvalPoint1</refentrytitle></citerefentry> generate
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<emphasis>x</emphasis>, <emphasis>y</emphasis>, and <emphasis>z</emphasis> vertex coordinates.
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See <citerefentry><refentrytitle>glMap1</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_MAP1_VERTEX_4</constant></term>
|
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<listitem>
|
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<para>
|
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</para>
|
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<para>
|
|
If enabled,
|
|
calls to
|
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<citerefentry><refentrytitle>glEvalCoord1</refentrytitle></citerefentry>,
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|
<citerefentry><refentrytitle>glEvalMesh1</refentrytitle></citerefentry>, and
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<citerefentry><refentrytitle>glEvalPoint1</refentrytitle></citerefentry> generate
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homogeneous
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<emphasis>x</emphasis>,
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<emphasis>y</emphasis>,
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<emphasis>z</emphasis>, and
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<emphasis>w</emphasis> vertex coordinates.
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See <citerefentry><refentrytitle>glMap1</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_MAP2_COLOR_4</constant></term>
|
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<listitem>
|
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<para>
|
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</para>
|
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<para>
|
|
If enabled,
|
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calls to
|
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<citerefentry><refentrytitle>glEvalCoord2</refentrytitle></citerefentry>,
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<citerefentry><refentrytitle>glEvalMesh2</refentrytitle></citerefentry>, and
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<citerefentry><refentrytitle>glEvalPoint2</refentrytitle></citerefentry> generate RGBA values.
|
|
See <citerefentry><refentrytitle>glMap2</refentrytitle></citerefentry>.
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</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><constant>GL_MAP2_INDEX</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
calls to
|
|
<citerefentry><refentrytitle>glEvalCoord2</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glEvalMesh2</refentrytitle></citerefentry>, and
|
|
<citerefentry><refentrytitle>glEvalPoint2</refentrytitle></citerefentry> generate color indices.
|
|
See <citerefentry><refentrytitle>glMap2</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_MAP2_NORMAL</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
calls to
|
|
<citerefentry><refentrytitle>glEvalCoord2</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glEvalMesh2</refentrytitle></citerefentry>, and
|
|
<citerefentry><refentrytitle>glEvalPoint2</refentrytitle></citerefentry> generate normals.
|
|
See <citerefentry><refentrytitle>glMap2</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_MAP2_TEXTURE_COORD_1</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
calls to
|
|
<citerefentry><refentrytitle>glEvalCoord2</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glEvalMesh2</refentrytitle></citerefentry>, and
|
|
<citerefentry><refentrytitle>glEvalPoint2</refentrytitle></citerefentry> generate
|
|
<emphasis>s</emphasis>
|
|
texture coordinates.
|
|
See <citerefentry><refentrytitle>glMap2</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_MAP2_TEXTURE_COORD_2</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
calls to
|
|
<citerefentry><refentrytitle>glEvalCoord2</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glEvalMesh2</refentrytitle></citerefentry>, and
|
|
<citerefentry><refentrytitle>glEvalPoint2</refentrytitle></citerefentry> generate
|
|
<emphasis>s</emphasis> and
|
|
<emphasis>t</emphasis> texture coordinates.
|
|
See <citerefentry><refentrytitle>glMap2</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_MAP2_TEXTURE_COORD_3</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
calls to
|
|
<citerefentry><refentrytitle>glEvalCoord2</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glEvalMesh2</refentrytitle></citerefentry>, and
|
|
<citerefentry><refentrytitle>glEvalPoint2</refentrytitle></citerefentry> generate
|
|
<emphasis>s</emphasis>,
|
|
<emphasis>t</emphasis>, and
|
|
<emphasis>r</emphasis> texture coordinates.
|
|
See <citerefentry><refentrytitle>glMap2</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_MAP2_TEXTURE_COORD_4</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
calls to
|
|
<citerefentry><refentrytitle>glEvalCoord2</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glEvalMesh2</refentrytitle></citerefentry>, and
|
|
<citerefentry><refentrytitle>glEvalPoint2</refentrytitle></citerefentry> generate
|
|
<emphasis>s</emphasis>,
|
|
<emphasis>t</emphasis>,
|
|
<emphasis>r</emphasis>, and
|
|
<emphasis>q</emphasis> texture coordinates.
|
|
See <citerefentry><refentrytitle>glMap2</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_MAP2_VERTEX_3</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
calls to
|
|
<citerefentry><refentrytitle>glEvalCoord2</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glEvalMesh2</refentrytitle></citerefentry>, and
|
|
<citerefentry><refentrytitle>glEvalPoint2</refentrytitle></citerefentry> generate
|
|
<emphasis>x</emphasis>, <emphasis>y</emphasis>, and <emphasis>z</emphasis> vertex coordinates.
|
|
See <citerefentry><refentrytitle>glMap2</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_MAP2_VERTEX_4</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
calls to
|
|
<citerefentry><refentrytitle>glEvalCoord2</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glEvalMesh2</refentrytitle></citerefentry>, and
|
|
<citerefentry><refentrytitle>glEvalPoint2</refentrytitle></citerefentry> generate
|
|
homogeneous
|
|
<emphasis>x</emphasis>,
|
|
<emphasis>y</emphasis>,
|
|
<emphasis>z</emphasis>, and
|
|
<emphasis>w</emphasis> vertex coordinates.
|
|
See <citerefentry><refentrytitle>glMap2</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_MINMAX</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
compute the minimum and maximum values of incoming RGBA color values.
|
|
See <citerefentry><refentrytitle>glMinmax</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_MULTISAMPLE</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
use multiple fragment samples in computing the final color of a pixel.
|
|
See <citerefentry><refentrytitle>glSampleCoverage</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_NORMALIZE</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled and no vertex shader is active,
|
|
normal vectors are normalized to unit length
|
|
after transformation and before lighting. This method is generally
|
|
less efficient than <constant>GL_RESCALE_NORMAL</constant>. See
|
|
<citerefentry><refentrytitle>glNormal</refentrytitle></citerefentry> and
|
|
<citerefentry><refentrytitle>glNormalPointer</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_POINT_SMOOTH</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
draw points with proper filtering.
|
|
Otherwise,
|
|
draw aliased points.
|
|
See <citerefentry><refentrytitle>glPointSize</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_POINT_SPRITE</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
calculate texture coordinates for points based on texture
|
|
environment and point parameter settings. Otherwise texture coordinates
|
|
are constant across points.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_POLYGON_OFFSET_FILL</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled, and if the polygon is rendered in
|
|
<constant>GL_FILL</constant> mode, an offset is added to depth values of a polygon's
|
|
fragments before the depth comparison is performed.
|
|
See <citerefentry><refentrytitle>glPolygonOffset</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_POLYGON_OFFSET_LINE</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled, and if the polygon is rendered in
|
|
<constant>GL_LINE</constant> mode, an offset is added to depth values of a polygon's
|
|
fragments before the depth comparison is performed.
|
|
See <citerefentry><refentrytitle>glPolygonOffset</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_POLYGON_OFFSET_POINT</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
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
|
|
<constant>GL_POINT</constant> mode. See <citerefentry><refentrytitle>glPolygonOffset</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_POLYGON_SMOOTH</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled, draw polygons with proper filtering.
|
|
Otherwise, draw aliased polygons. For correct antialiased polygons,
|
|
an alpha buffer is needed and the polygons must be sorted front to
|
|
back.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_POLYGON_STIPPLE</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
use the current polygon stipple pattern when rendering
|
|
polygons. See <citerefentry><refentrytitle>glPolygonStipple</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_POST_COLOR_MATRIX_COLOR_TABLE</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
perform a color table lookup on RGBA color values after color matrix
|
|
transformation.
|
|
See <citerefentry><refentrytitle>glColorTable</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_POST_CONVOLUTION_COLOR_TABLE</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
perform a color table lookup on RGBA color values after convolution.
|
|
See <citerefentry><refentrytitle>glColorTable</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_RESCALE_NORMAL</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled and no vertex shader is active,
|
|
normal vectors are scaled after transformation and before
|
|
lighting by a factor computed from the modelview matrix. If the
|
|
modelview matrix scales space uniformly, this has the effect of
|
|
restoring the transformed normal to unit length. This method is generally
|
|
more efficient than <constant>GL_NORMALIZE</constant>. See
|
|
<citerefentry><refentrytitle>glNormal</refentrytitle></citerefentry> and
|
|
<citerefentry><refentrytitle>glNormalPointer</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_SAMPLE_ALPHA_TO_COVERAGE</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
compute a temporary coverage value where each bit is determined by the
|
|
alpha value at the corresponding sample location. The temporary coverage
|
|
value is then ANDed with the fragment coverage value.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_SAMPLE_ALPHA_TO_ONE</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
each sample alpha value is replaced by the maximum representable alpha value.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_SAMPLE_COVERAGE</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
the fragment's coverage is ANDed with the temporary coverage value. If
|
|
<constant>GL_SAMPLE_COVERAGE_INVERT</constant> is set to <constant>GL_TRUE</constant>, invert the coverage
|
|
value.
|
|
See <citerefentry><refentrytitle>glSampleCoverage</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_SEPARABLE_2D</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled, perform a two-dimensional convolution operation using a separable
|
|
convolution filter on incoming RGBA color values.
|
|
See <citerefentry><refentrytitle>glSeparableFilter2D</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_SCISSOR_TEST</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
discard fragments that are outside the scissor rectangle.
|
|
See <citerefentry><refentrytitle>glScissor</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_STENCIL_TEST</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled,
|
|
do stencil testing and update the stencil buffer.
|
|
See <citerefentry><refentrytitle>glStencilFunc</refentrytitle></citerefentry> and <citerefentry><refentrytitle>glStencilOp</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_TEXTURE_1D</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled and no fragment shader is active,
|
|
one-dimensional texturing is performed
|
|
(unless two- or three-dimensional or cube-mapped texturing is also enabled).
|
|
See <citerefentry><refentrytitle>glTexImage1D</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_TEXTURE_2D</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled and no fragment shader is active,
|
|
two-dimensional texturing is performed
|
|
(unless three-dimensional or cube-mapped texturing is also enabled).
|
|
See <citerefentry><refentrytitle>glTexImage2D</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_TEXTURE_3D</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled and no fragment shader is active,
|
|
three-dimensional texturing is performed
|
|
(unless cube-mapped texturing is also enabled).
|
|
See <citerefentry><refentrytitle>glTexImage3D</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_TEXTURE_CUBE_MAP</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled and no fragment shader is active,
|
|
cube-mapped texturing is performed.
|
|
See <citerefentry><refentrytitle>glTexImage2D</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_TEXTURE_GEN_Q</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled and no vertex shader is active,
|
|
the <emphasis>q</emphasis> texture coordinate is computed using
|
|
the texture generation function defined with <citerefentry><refentrytitle>glTexGen</refentrytitle></citerefentry>.
|
|
Otherwise, the current <emphasis>q</emphasis> texture coordinate is used.
|
|
See <citerefentry><refentrytitle>glTexGen</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_TEXTURE_GEN_R</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled and no vertex shader is active,
|
|
the <emphasis>r</emphasis> texture coordinate is computed using
|
|
the texture generation function defined with <citerefentry><refentrytitle>glTexGen</refentrytitle></citerefentry>.
|
|
Otherwise, the current <emphasis>r</emphasis> texture coordinate is used.
|
|
See <citerefentry><refentrytitle>glTexGen</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_TEXTURE_GEN_S</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled and no vertex shader is active,
|
|
the <emphasis>s</emphasis> texture coordinate is computed using
|
|
the texture generation function defined with <citerefentry><refentrytitle>glTexGen</refentrytitle></citerefentry>.
|
|
Otherwise, the current <emphasis>s</emphasis> texture coordinate is used.
|
|
See <citerefentry><refentrytitle>glTexGen</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_TEXTURE_GEN_T</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled and no vertex shader is active,
|
|
the <emphasis>t</emphasis> texture coordinate is computed using
|
|
the texture generation function defined with <citerefentry><refentrytitle>glTexGen</refentrytitle></citerefentry>.
|
|
Otherwise, the current <emphasis>t</emphasis> texture coordinate is used.
|
|
See <citerefentry><refentrytitle>glTexGen</refentrytitle></citerefentry>.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_VERTEX_PROGRAM_POINT_SIZE</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled
|
|
and a vertex shader is active, then the derived point size is taken from the (potentially clipped) shader builtin
|
|
<constant>gl_PointSize</constant> and clamped to the implementation-dependent point size range.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term><constant>GL_VERTEX_PROGRAM_TWO_SIDE</constant></term>
|
|
<listitem>
|
|
<para>
|
|
</para>
|
|
<para>
|
|
If enabled
|
|
and a vertex shader is active, it specifies that the GL will choose between front and back colors based on the
|
|
polygon's face direction of which the vertex being shaded is a part. It has no effect on points or lines.
|
|
</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
</variablelist>
|
|
</refsect1>
|
|
<refsect1 id="notes"><title>Notes</title>
|
|
<para>
|
|
<constant>GL_POLYGON_OFFSET_FILL</constant>, <constant>GL_POLYGON_OFFSET_LINE</constant>,
|
|
<constant>GL_POLYGON_OFFSET_POINT</constant>,
|
|
<constant>GL_COLOR_LOGIC_OP</constant>, and <constant>GL_INDEX_LOGIC_OP</constant> are available
|
|
only if the GL version is 1.1 or greater.
|
|
</para>
|
|
<para>
|
|
<constant>GL_RESCALE_NORMAL</constant>, and <constant>GL_TEXTURE_3D</constant> are available only if the
|
|
GL version is 1.2 or greater.
|
|
</para>
|
|
<para>
|
|
<constant>GL_MULTISAMPLE</constant>,
|
|
<constant>GL_SAMPLE_ALPHA_TO_COVERAGE</constant>,
|
|
<constant>GL_SAMPLE_ALPHA_TO_ONE</constant>,
|
|
<constant>GL_SAMPLE_COVERAGE</constant>,
|
|
<constant>GL_TEXTURE_CUBE_MAP</constant>
|
|
are available only if the GL version is 1.3 or greater.
|
|
</para>
|
|
<para>
|
|
<constant>GL_POINT_SPRITE</constant>,
|
|
<constant>GL_VERTEX_PROGRAM_POINT_SIZE</constant>, and
|
|
<constant>GL_VERTEX_PROGRAM_TWO_SIDE</constant>
|
|
is available only if the GL version is 2.0 or greater.
|
|
</para>
|
|
<para>
|
|
<constant>GL_COLOR_TABLE</constant>, <constant>GL_CONVOLUTION_1D</constant>, <constant>GL_CONVOLUTION_2D</constant>,
|
|
<constant>GL_HISTOGRAM</constant>, <constant>GL_MINMAX</constant>,
|
|
<constant>GL_POST_COLOR_MATRIX_COLOR_TABLE</constant>,
|
|
<constant>GL_POST_CONVOLUTION_COLOR_TABLE</constant>, and
|
|
<constant>GL_SEPARABLE_2D</constant> are available only if <code>ARB_imaging</code> is returned
|
|
from <citerefentry><refentrytitle>glGet</refentrytitle></citerefentry> with an argument of <constant>GL_EXTENSIONS</constant>.
|
|
</para>
|
|
<para>
|
|
For OpenGL versions 1.3 and greater, or when <code>ARB_multitexture</code> is supported, <constant>GL_TEXTURE_1D</constant>,
|
|
<constant>GL_TEXTURE_2D</constant>, <constant>GL_TEXTURE_3D</constant>, <constant>GL_TEXTURE_GEN_S</constant>,
|
|
<constant>GL_TEXTURE_GEN_T</constant>, <constant>GL_TEXTURE_GEN_R</constant>, and <constant>GL_TEXTURE_GEN_Q</constant>
|
|
enable or disable the respective state for the active texture unit
|
|
specified with <citerefentry><refentrytitle>glActiveTexture</refentrytitle></citerefentry>.
|
|
</para>
|
|
</refsect1>
|
|
<refsect1 id="errors"><title>Errors</title>
|
|
<para>
|
|
<constant>GL_INVALID_ENUM</constant> is generated if <parameter>cap</parameter> is not one of the values
|
|
listed previously.
|
|
</para>
|
|
<para>
|
|
<constant>GL_INVALID_OPERATION</constant> is generated if <function>glEnable</function> or <citerefentry><refentrytitle>glDisable</refentrytitle></citerefentry>
|
|
is executed between the execution of <citerefentry><refentrytitle>glBegin</refentrytitle></citerefentry>
|
|
and the corresponding execution of <citerefentry><refentrytitle>glEnd</refentrytitle></citerefentry>.
|
|
</para>
|
|
</refsect1>
|
|
<refsect1 id="associatedgets"><title>Associated Gets</title>
|
|
<para>
|
|
<citerefentry><refentrytitle>glIsEnabled</refentrytitle></citerefentry>
|
|
</para>
|
|
<para>
|
|
<citerefentry><refentrytitle>glGet</refentrytitle></citerefentry>
|
|
</para>
|
|
</refsect1>
|
|
<refsect1 id="seealso"><title>See Also</title>
|
|
<para>
|
|
<citerefentry><refentrytitle>glActiveTexture</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glAlphaFunc</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glBlendFunc</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glClipPlane</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glColorMaterial</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glCullFace</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glDepthFunc</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glDepthRange</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glEnableClientState</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glFog</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glGet</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glIsEnabled</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glLight</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glLightModel</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glLineWidth</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glLineStipple</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glLogicOp</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glMap1</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glMap2</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glMaterial</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glNormal</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glNormalPointer</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glPointSize</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glPolygonMode</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glPolygonOffset</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glPolygonStipple</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glSampleCoverage</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glScissor</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glStencilFunc</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glStencilOp</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glTexGen</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glTexImage1D</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glTexImage2D</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glTexImage3D</refentrytitle></citerefentry>
|
|
</para>
|
|
</refsect1>
|
|
<refsect1 id="Copyright"><title>Copyright</title>
|
|
<para>
|
|
Copyright <trademark class="copyright"></trademark> 1991-2006
|
|
Silicon Graphics, Inc. This document is licensed under the SGI
|
|
Free Software B License. For details, see
|
|
<ulink url="http://oss.sgi.com/projects/FreeB/">http://oss.sgi.com/projects/FreeB/</ulink>.
|
|
</para>
|
|
</refsect1>
|
|
</refentry>
|