fglEnable(3G)

fglEnable, fglDisable - enable or disable server-side GL capabilities

Showing IRIX 6.5.30 (default release). Last changed in IRIX 6.5.19.

NAME
     fglEnable, fglDisable - enable or disable server-side GL capabilities


FORTRAN SPECIFICATION
     SUBROUTINE fglEnable( INTEGER*4 cap )


PARAMETERS
     cap  Specifies a symbolic constant indicating a GL capability.

FORTRAN SPECIFICATION
     SUBROUTINE fglDisable( INTEGER*4 cap )


PARAMETERS
     cap  Specifies a symbolic constant indicating a GL capability.

DESCRIPTION
     fglEnable and fglDisable enable and disable various capabilities.  Use
     fglIsEnabled or fglGet 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 fglEnable and fglDisable take a single argument, cap, which can
     assume one of the following values:

     GL_ALPHA_TEST            If enabled, do alpha testing. See fglAlphaFunc.

     GL_ASYNC_DRAW_PIXELS_SGIX
                              If enabled, allow subsequent fglDrawPixels
                              commands to operate in asynchronous mode.  See
                              fglDrawPixels.

     GL_ASYNC_READ_PIXELS_SGIX
                              If enabled, allow subsequent fglReadPixels
                              commands to operate in asynchronous mode.  See
                              fglReadPixels.

     GL_ASYNC_TEX_IMAGE_SGIX  If enabled, allow subsequent fglTexImage
                              commands to operate in asynchronous mode.  See
                              fglTexImage1D, fglTexImage2D, fglTexImage3D,
                              fglTexSubImage1D, fglTexSubImage2D, and
                              fglTexSubImage3D.

     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 fglMap2.

     GL_BLEND                 If enabled, blend the incoming RGBA color values
                              with the values in the color buffers. See
                              fglBlendFunc.
     GL_CALLIGRAPHIC_FRAGMENT_SGIX
                              If enabled, send fragment information to the
                              calligraphic interface as fragments are written
                              to the color buffer(s).

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

     GL_COLOR_ARRAY_EXT       If enabled, fglArrayElementEXT and
                              fglDrawArraysEXT will transfer colors from the
                              array supplied to fglColorPointerEXT.  See
                              fglColorPointerEXT.

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

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

     GL_COLOR_TABLE           If enabled, preform a color table lookup on the
                              incoming RGBA color values.  See fglColorTable.

     GL_CONVOLUTION_1D        If enabled, perform a 1D convolution operation
                              on incoming RGBA color values.  See
                              fglConvolutionFilter1D.

     GL_CONVOLUTION_2D        If enabled, perform a 2D convolution operation
                              on incoming RGBA color values.  See
                              fglConvolutionFilter2D.

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

     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 fglDepthFunc and fglDepthRange.

     GL_DITHER                If enabled, dither color components or indices
                              before they are written to the color buffer.

     GL_EDGE_FLAG_ARRAY_EXT   If enabled, fglArrayElementEXT and
                              fglDrawArraysEXT will transfer edge flags from
                              the array supplied to fglEdgeFlagPointerEXT.
                              See fglEdgeFlagPointerEXT.

     GL_FOG                   If enabled, blend a fog color into the
                              posttexturing color.  See fglFog.

     GL_FOG_OFFSET_SGIX       If enabled, apply an offset to the Z value used
                              for computing fog.  See fglFog.

     GL_FRAGMENT_COLOR_MATERIAL_SGIX
                              If enabled, have one or more fragment material
                              parameters track the current color.  See
                              fglFragmentColorMaterial.

     GL_FRAGMENT_LIGHTi_SGIX  If enabled, include fragment light i in the
                              evaluation of the lighting equation. See
                              fglFragmentLightModel and fglFragmentLight.

     GL_FRAGMENT_LIGHTING_SGIX
                              If enabled, use the current fragment lighting
                              parameters to compute the fragment color or
                              index.  Otherwise, simply interpolate the vertex
                              colors or indices across the fragment.  See
                              fglFragmentMaterial, fglFragmentLightModel, and
                              fglFragmentLight.

     GL_HISTOGRAM             If enabled, histogram incoming RGBA color
                              values.  See fglHistogram.

     GL_INDEX_ARRAY_EXT       If enabled, fglArrayElementEXT and
                              fglDrawArraysEXT will transfer color indices
                              from the array supplied to fglIndexPointerEXT.
                              See fglIndexPointerEXT.

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

     GL_INTERLACE_SGIX        If enabled, modifies the behavior of
                              fglDrawPixels, fglCopyPixels, fglTexImage2D,
                              fglTexSubImage2DEXT, fglCopyTexImage2DEXT and
                              fglCopyTexSubImage2DEXT, such that the source
                              image is considered to be a field of an
                              "interlaced" frame.  That is, the effective
                              source image has height equal to twice the
                              original height, with rows $(0,2,4,...)$
                              corresponding to rows $(0,1,2,...)$ of original
                              source image, and rows $(1,3,5,...)$ made of
                              "transparent" pixels that do not affect the
                              corresponding destination pixels in the target
                              image.  Thus, two successive operations can be
                              used to assemble a complete frame by interlacing
                              two fields.  See the reference pages for the
                              above commands for more details.

     GL_INTERLACE_READ_INGR   If enabled, modifies the behavior of
                              fglReadPixels, fglCopyPixels,
                              fglCopyTexImage2DEXT and
                              fglCopyTexSubImage2DEXT.  The pixels that are
                              read or copied represent one field of an
                              interlaced frame.  The source image height in
                              the framebuffer is equivalent to twice the
                              specified height.  Source rows $(0,2,4,...)$
                              correspond to rows $(0,1,2,...)$ in the
                              destination or intermediate copy image.  Rows
                              $(1,3,5,...)$ of the source image are skipped.
                              Two successive operations can be used to extract
                              a pair of interlace fields from an interlaced
                              image in the framebuffer.  See the reference
                              pages for the above commands for more details.

     GL_IR_INSTRUMENT1_SGIX   If enabled, allows the gathering of instrument
                              measurements that can be used to identify
                              graphics pipeline bottlenecks. See the reference
                              pages for fglFlushRasterSGIX,
                              fglGetInstrumentsSGIX, fglInstrumentsBufferSGIX,
                              fglPollInstrumentsSGIX, fglReadInstrumentsSGIX,
                              fglStartInstrumentsSGIX, and
                              fglStopInstrumentsSGIX for more details.

     GL_LIGHTi                If enabled, include light i in the evaluation of
                              the lighting equation. See fglLightModel and
                              fglLight.

     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 fglMaterial,
                              fglLightModel, and fglLight.

     GL_LINE_SMOOTH           If enabled, draw lines with correct filtering.
                              Otherwise, draw aliased lines.  See
                              fglLineWidth.

     GL_LINE_STIPPLE          If enabled, use the current line stipple pattern
                              when drawing lines. See fglLineStipple.

     GL_MAP1_COLOR_4          If enabled, calls to fglEvalCoord1,
                              fglEvalMesh1, and fglEvalPoint1 generate RGBA
                              values.  See fglMap1.

     GL_MAP1_INDEX            If enabled, calls to fglEvalCoord1,
                              fglEvalMesh1, and fglEvalPoint1 generate color
                              indices.  See fglMap1.

     GL_MAP1_NORMAL           If enabled, calls to fglEvalCoord1,
                              fglEvalMesh1, and fglEvalPoint1 generate
                              normals.  See fglMap1.

     GL_MAP1_TEXTURE_COORD_1  If enabled, calls to fglEvalCoord1,
                              fglEvalMesh1, and fglEvalPoint1 generate s
                              texture coordinates.  See fglMap1.

     GL_MAP1_TEXTURE_COORD_2  If enabled, calls to fglEvalCoord1,
                              fglEvalMesh1, and fglEvalPoint1 generate s and t
                              texture coordinates.  See fglMap1.

     GL_MAP1_TEXTURE_COORD_3  If enabled, calls to fglEvalCoord1,
                              fglEvalMesh1, and fglEvalPoint1 generate s, t,
                              and r texture coordinates.  See fglMap1.

     GL_MAP1_TEXTURE_COORD_4  If enabled, calls to fglEvalCoord1,
                              fglEvalMesh1, and fglEvalPoint1 generate s, t,
                              r, and q texture coordinates.  See fglMap1.

     GL_MAP1_VERTEX_3         If enabled, calls to fglEvalCoord1,
                              fglEvalMesh1, and fglEvalPoint1 generate x, y,
                              and z vertex coordinates.  See fglMap1.

     GL_MAP1_VERTEX_4         If enabled, calls to fglEvalCoord1,
                              fglEvalMesh1, and fglEvalPoint1 generate
                              homogeneous x, y, z, and w vertex coordinates.
                              See fglMap1.

     GL_MAP2_COLOR_4          If enabled, calls to fglEvalCoord2,
                              fglEvalMesh2, and fglEvalPoint2 generate RGBA
                              values.  See fglMap2.

     GL_MAP2_INDEX            If enabled, calls to fglEvalCoord2,
                              fglEvalMesh2, and fglEvalPoint2 generate color
                              indices.  See fglMap2.

     GL_MAP2_NORMAL           If enabled, calls to fglEvalCoord2,
                              fglEvalMesh2, and fglEvalPoint2 generate
                              normals.  See fglMap2.

     GL_MAP2_TEXTURE_COORD_1  If enabled, calls to fglEvalCoord2,
                              fglEvalMesh2, and fglEvalPoint2 generate s
                              texture coordinates.  See fglMap2.

     GL_MAP2_TEXTURE_COORD_2  If enabled, calls to fglEvalCoord2,
                              fglEvalMesh2, and fglEvalPoint2 generate s and t
                              texture coordinates.  See fglMap2.

     GL_MAP2_TEXTURE_COORD_3  If enabled, calls to fglEvalCoord2,
                              fglEvalMesh2, and fglEvalPoint2 generate s, t,
                              and r texture coordinates.  See fglMap2.

     GL_MAP2_TEXTURE_COORD_4  If enabled, calls to fglEvalCoord2,
                              fglEvalMesh2, and fglEvalPoint2 generate s, t,
                              r, and q texture coordinates.  See fglMap2.
     GL_MAP2_VERTEX_3         If enabled, calls to fglEvalCoord2,
                              fglEvalMesh2, and fglEvalPoint2 generate x, y,
                              and z vertex coordinates.  See fglMap2.

     GL_MAP2_VERTEX_4         If enabled, calls to fglEvalCoord2,
                              fglEvalMesh2, and fglEvalPoint2 generate
                              homogeneous x, y, z, and w vertex coordinates.
                              See fglMap2.

     GL_MINMAX                If enabled, compute the minimum and maximum
                              values of incoming RGBA color values.  See
                              fglMinmax.

     GL_MULTISAMPLE_SGIS      If enabled, perform multisampling of fragments
                              for single-pass antialiasing and other effects.
                              See fglSampleMaskSGIS and fglSamplePatternSGIS.

     GL_NORMAL_ARRAY_EXT      If enabled, fglArrayElementEXT and
                              fglDrawArraysEXT will transfer surface normals
                              from the array supplied to fglNormalPointerEXT.
                              See fglNormalPointerEXT.

     GL_NORMALIZE             If enabled, normal vectors specified with
                              fglNormal are scaled to unit length after
                              transformation. See fglNormal.

     GL_PIXEL_TEX_GEN_SGIX    If enabled, pixels drawn with fglDrawPixels and
                              fglCopyPixels are individually texture-mapped at
                              texture coordinates derived from each pixel's
                              color components. See fglPixelTexGenSGIX.

     GL_PIXEL_TEXTURE_SGIS    If enabled, pixels drawn with fglDrawPixels and
                              fglCopyPixels are individually texture-mapped at
                              texture coordinates derived from color
                              components. See fglPixelTexGenParameterSGIS.

     GL_POINT_SMOOTH          If enabled, draw points with proper filtering.
                              Otherwise, draw aliased points.  See
                              fglPointSize.

     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 fglPolygonOffset.

     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 fglPolygonOffset.

     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 fglPolygonOffset.

     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
                              fglPolygonStipple.

     GL_POST_COLOR_MATRIX_COLOR_TABLE
                              If enabled, preform a color table lookup on RGBA
                              color values after color matrix transformation.
                              See fglColorTable.

     GL_POST_CONVOLUTION_COLOR_TABLE
                              If enabled, preform a color table lookup on RGBA
                              color values after convolution.  See
                              fglColorTable.

     GL_REFERENCE_PLANE_SGIX  If enabled, depth values for pixel fragments are
                              computed from a reference plane rather than from
                              the primitive being drawn.  See
                              fglReferencePlaneSGIX.

     GL_SAMPLE_ALPHA_TO_MASK_SGIS
                              If enabled, convert fragment alpha values to
                              multisample coverage modification masks.  See
                              fglSampleMaskSGIS.

     GL_SAMPLE_ALPHA_TO_ONE_SGIS
                              If enabled, set fragment alpha to the maximum
                              permissible value after computing multisample
                              coverage modification masks.  See
                              fglSampleMaskSGIS.

     GL_SAMPLE_MASK_SGIS      If enabled, apply a mask to modify fragment
                              coverage during multisampling.  See
                              fglSampleMaskSGIS.

     GL_RESCALE_NORMAL        If enabled, normal vectors specified with
                              fglNormal are scaled to unit length after
                              transformation. See fglNormal.

     GL_SEPARABLE_2D          If enabled, perform a two-dimensional
                              convolution operation using a separable
                              convolution filter on incoming RGBA color
                              values.  See fglSeparableFilter2D.
     GL_SCISSOR_TEST          If enabled, discard fragments that are outside
                              the scissor rectangle. See fglScissor.

     GL_SEPARABLE_2D_EXT      If enabled, perform separable two-dimensional
                              convolution during pixel transfers.  See
                              fglSeparableFilter2DEXT.

     GL_SPRITE_SGIX           If enabled, rotate geometry to face the viewer.
                              See fglSpriteParameterSGIX.

     GL_STENCIL_TEST          If enabled, do stencil testing and update the
                              stencil buffer. See fglStencilFunc and
                              fglStencilOp.

     GL_TEXTURE_1D            If enabled, one-dimensional texturing is
                              performed (unless two- or three-dimensional
                              texturing is also enabled).  See fglTexImage1D.

     GL_TEXTURE_2D            If enabled, two-dimensional texturing is
                              performed (unless three-dimensional texturing is
                              also enabled). See fglTexImage2D.

     GL_TEXTURE_3D            If enabled, three-dimensional texturing is
                              performed. See fglTexImage3D.

     GL_TEXTURE_COLOR_TABLE_SGI
                              If enabled, the colors produced by texturing are
                              mapped by a lookup table before being used to
                              generate pixel fragments.  See fglColorTableSGI.

     GL_TEXTURE_COORD_ARRAY_EXT
                              If enabled, fglArrayElementEXT and
                              fglDrawArraysEXT will transfer texture
                              coordinates from the array supplied to
                              fglTexCoordPointerEXT.  See
                              fglTexCoordPointerEXT.

     GL_TEXTURE_GEN_Q         If enabled, the q texture coordinate is computed
                              using the texture generation function defined
                              with fglTexGen.  Otherwise, the current q
                              texture coordinate is used.  See fglTexGen.

     GL_TEXTURE_GEN_R         If enabled, the r texture coordinate is computed
                              using the texture generation function defined
                              with fglTexGen.  Otherwise, the current r
                              texture coordinate is used.  See fglTexGen.

     GL_TEXTURE_GEN_S         If enabled, the s texture coordinate is computed
                              using the texture generation function defined
                              with fglTexGen.  Otherwise, the current s
                              texture coordinate is used. See fglTexGen.

     GL_TEXTURE_GEN_T         If enabled, the t texture coordinate is computed
                              using the texture generation function defined
                              with fglTexGen.  Otherwise, the current t
                              texture coordinate is used.  See fglTexGen.

     GL_VERTEX_ARRAY_EXT      If enabled, fglArrayElementEXT and
                              fglDrawArraysEXT will transfer vertex
                              coordinates from the array supplied to
                              fglVertexPointerEXT.  See fglVertexPointerEXT.

     GL_VERTEX_PRECLIP_SGIX   If enabled, vertex data will be preprocessed,
                              and if necessary the vertices will be
                              preclipped, in order to enhance the precision of
                              parameter interpolation over the area of the
                              primitive.

NOTES
     GL_POLYGON_OFFSET_FILL, GL_POLYGON_OFFSET_LINE, GL_POLYGON_OFFSET_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 version
     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_CONVOLUTION_COLOR_TABLE, and GL_SEPARABLE_2D are available only
     if GL_ARB_imaging is returned from fglGet with an argument of
     GL_EXTENSIONS.

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

     GL_INVALID_OPERATION is generated if fglEnable or fglDisable is executed
     between the execution of fglBegin and the corresponding execution of
     fglEnd.


MACHINE DEPENDENCIES
     The SGIX_async and SGIX_async_pixel extensions are implemented only on
     Octane2 VPro systems.

     GL_COLOR_TABLE_SGI, GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI and
     GL_POST_CONVOLUTION_COLOR_TABLE_SGI are part of the SGI_color_table
     extension which is not supported on RealityEngine, RealityEngine2, and
     VTX systems.

     The SGIX_fragment_lighting extension is supported only on Octane2 VPro
     systems.

     On Octane2 VPro systems, fglLightModel with GL_SEPARATE_SPECULAR_COLOR is
     not compatible with fragment lighting.  If fragment lighting is enabled,
     it will override the separate specular color light model.

     The SGIX_interlace extension is supported only on InfiniteReality
     systems, on RealityEngine, RealityEngine2, and VTX systems, on Octane2
     VPro systems, and on O2 systems.

     The INGR_interlace_read extension is supported only on Octane2 VPro
     systems, and on O2 systems.

     GL_PIXEL_TEXTURE_SGIS is part of the SGIS_pixel_texture extension, which
     is supported only on Octane2 VPro systems.

     On Octane2 VPro systems, use of the texture q coordinate to achieve
     projective texture effects will be processed on a per-vertex basis
     instead of a per-pixel basis, unless the texture matrix is set up to be
     projective.  (A projective texture matrix, specified as 16-element array
     M, is defined to be one in which any of the M[3], M[7], or M[11] array
     elements is non-zero.) In addition, if either two-sided lighting or
     fragment lighting or separate specular lighting is in effect, projective
     texture effects will always be processed on a per-vertex basis.

     On RealityEngine, RealityEngine2, and VTX systems, do not enable or
     disable GL_VERTEX_ARRAY, GL_VERTEX_ARRAY_EXT, GL_NORMAL_ARRAY,
     GL_NORMAL_ARRAY_EXT, GL_COLOR_ARRAY, GL_COLOR_ARRAY_EXT,
     GL_INDEX_ARRAY,GL_INDEX_ARRAY_EXT, GL_TEXTURE_COORD_ARRAY,
     GL_TEXTURE_COORD_ARRAY_EXT, GL_EDGE_FLAG_ARRAY or GL_EDGE_FLAG_ARRAY_EXT
     between a call to fglNewList and the corresponding call to fglEndList.
     Instead, enable or disable before the call to fglNewList.

     The SGIX_vertex_preclip extension is supported only on Octane2 VPro
     systems.


SEE ALSO
     fglAlphaFunc, fglBlendFunc, fglClipPlane, fglColorMaterial, fglCullFace,
     fglDepthFunc, fglDepthRange, fglEnableClientState, fglFog,
     fglFragmentColorMaterial, fglFragmentLight, fglFragmentLightModel,
     fglFragmentMaterial, fglGet, fglIsEnabled, fglLight, fglLightModel,
     fglLineWidth, fglLineStipple, fglLogicOp, fglMap1, fglMap2, fglMaterial,
     fglNormal, fglPixelTexGenParameterSGIS, fglPointSize, fglPolygonMode,
     fglPolygonOffset, fglPolygonStipple, fglReferencePlaneSGIX, fglScissor,
     fglStencilFunc, fglStencilOp, fglTexGen, fglTexImage1D, fglTexImage2D,
     fglTexImage3D