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GLENABLE()							    GLENABLE()

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

C SPECIFICATION
       void glEnable( GLenum cap )

PARAMETERS
       cap  Specifies a	symbolic constant indicating a GL capability.

C SPECIFICATION
       void glDisable( GLenum cap )

PARAMETERS
       cap    Specifies	a symbolic constant indicating a GL capability.

DESCRIPTION
       glEnable	 and  glDisable	 enable	and disable various capabilities.  Use
       glIsEnabled or glGet to determine the current setting of	 any  capabil-
       ity.  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  as-
       sume one	of the following values:

       GL_ALPHA_TEST		If enabled, do alpha testing. See glAlphaFunc.

       GL_AUTO_NORMAL		If  enabled,  generate normal vectors when ei-
				ther GL_MAP2_VERTEX_3 or  GL_MAP2_VERTEX_4  is
				used to	generate vertices.  See	glMap2.

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

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

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

       GL_COLOR_MATERIAL	If  enabled, have one or more material parame-
				ters track the current color.  See  glColorMa-
				terial.

       GL_CULL_FACE		If enabled, cull polygons based	on their wind-
				ing in window coordinates.  See	glCullFace.

       GL_DEPTH_TEST		If  enabled,  do  depth	comparisons and	update
				the depth buffer. Note that even if the	 depth
				buffer	exists and the depth mask is non-zero,
				the depth buffer is not	updated	if  the	 depth
				test is	disabled. See glDepthFunc and
				glDepthRange.

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

       GL_FOG			If  enabled,  blend a fog color	into the post-
				texturing color.  See glFog.

       GL_INDEX_LOGIC_OP	If enabled, apply the currently	selected logi-
				cal operation to the incoming index and	 color
				buffer indices.	See
				glLogicOp.

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

       GL_LIGHTING		If enabled, use	the current  lighting  parame-
				ters  to  compute  the	vertex color or	index.
				Otherwise, simply associate the	current	 color
				or index with each vertex. See
				glMaterial, glLightModel, and glLight.

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

       GL_LINE_STIPPLE		If enabled, use	the current line stipple  pat-
				tern when drawing lines. See glLineStipple.

       GL_MAP1_COLOR_4		If   enabled,	calls  to  glEvalCoord1,  glE-
				valMesh1, and glEvalPoint1 generate RGBA  val-
				ues.  See glMap1.

       GL_MAP1_INDEX		If   enabled,	calls  to  glEvalCoord1,  glE-
				valMesh1, and glEvalPoint1 generate color  in-
				dices.	See glMap1.

       GL_MAP1_NORMAL		If   enabled,	calls  to  glEvalCoord1,  glE-
				valMesh1, and glEvalPoint1  generate  normals.
				See glMap1.

       GL_MAP1_TEXTURE_COORD_1	If   enabled,	calls  to  glEvalCoord1,  glE-
				valMesh1, and glEvalPoint1 generate s  texture
				coordinates.  See glMap1.

       GL_MAP1_TEXTURE_COORD_2	If   enabled,	calls  to  glEvalCoord1,  glE-
				valMesh1, and glEvalPoint1 generate  s	and  t
				texture	coordinates.  See glMap1.

       GL_MAP1_TEXTURE_COORD_3	If   enabled,	calls  to  glEvalCoord1,  glE-
				valMesh1, and glEvalPoint1 generate s, t,  and
				r texture coordinates.	See glMap1.

       GL_MAP1_TEXTURE_COORD_4	If   enabled,	calls  to  glEvalCoord1,  glE-
				valMesh1, and glEvalPoint1 generate s,	t,  r,
				and q texture coordinates.  See	glMap1.

       GL_MAP1_VERTEX_3		If   enabled,	calls  to  glEvalCoord1,  glE-
				valMesh1, and glEvalPoint1 generate x, y,  and
				z vertex coordinates.  See glMap1.

       GL_MAP1_VERTEX_4		If   enabled,	calls  to  glEvalCoord1,  glE-
				valMesh1, and  glEvalPoint1  generate  homoge-
				neous  x, y, z,	and w vertex coordinates.  See
				glMap1.

       GL_MAP2_COLOR_4		If  enabled,  calls  to	  glEvalCoord2,	  glE-
				valMesh2,  and glEvalPoint2 generate RGBA val-
				ues.  See glMap2.

       GL_MAP2_INDEX		If  enabled,  calls  to	  glEvalCoord2,	  glE-
				valMesh2,  and glEvalPoint2 generate color in-
				dices.	See glMap2.

       GL_MAP2_NORMAL		If  enabled,  calls  to	  glEvalCoord2,	  glE-
				valMesh2,  and	glEvalPoint2 generate normals.
				See glMap2.

       GL_MAP2_TEXTURE_COORD_1	If  enabled,  calls  to	  glEvalCoord2,	  glE-
				valMesh2,  and glEvalPoint2 generate s texture
				coordinates.  See glMap2.

       GL_MAP2_TEXTURE_COORD_2	If  enabled,  calls  to	  glEvalCoord2,	  glE-
				valMesh2,  and	glEvalPoint2  generate s and t
				texture	coordinates.  See glMap2.

       GL_MAP2_TEXTURE_COORD_3	If  enabled,  calls  to	  glEvalCoord2,	  glE-
				valMesh2,  and glEvalPoint2 generate s,	t, and
				r texture coordinates.	See glMap2.

       GL_MAP2_TEXTURE_COORD_4	If  enabled,  calls  to	  glEvalCoord2,	  glE-
				valMesh2,  and	glEvalPoint2 generate s, t, r,
				and q texture coordinates.  See	glMap2.

       GL_MAP2_VERTEX_3		If  enabled,  calls  to	  glEvalCoord2,	  glE-
				valMesh2,  and glEvalPoint2 generate x,	y, and
				z vertex coordinates.  See glMap2.

       GL_MAP2_VERTEX_4		If  enabled,  calls  to	  glEvalCoord2,	  glE-
				valMesh2,  and	glEvalPoint2  generate homoge-
				neous x, y, z, and w vertex coordinates.   See
				glMap2.

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

       GL_POINT_SMOOTH		If enabled, draw points	with proper filtering.
				Otherwise,  draw aliased points.  See glPoint-
				Size.

       GL_POLYGON_OFFSET_FILL	If enabled, and	if the polygon is rendered  in
				GL_FILL	mode, an offset	is added to depth val-
				ues  of	a polygon's fragments before the depth
				comparison is performed. See glPolygonOffset.

       GL_POLYGON_OFFSET_LINE	If enabled, and	if the polygon is rendered  in
				GL_LINE	mode, an offset	is added to depth val-
				ues  of	a polygon's fragments before the depth
				comparison is performed. See glPolygonOffset.

       GL_POLYGON_OFFSET_POINT	If enabled, an offset is added to depth	values
				of a polygon's fragments before	the depth com-
				parison	is performed, if the polygon  is  ren-
				dered in GL_POINT mode.	See
				glPolygonOffset.

       GL_POLYGON_SMOOTH	If  enabled, draw polygons with	proper filter-
				ing.  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 glPoly-
				gonStipple.

       GL_SCISSOR_TEST		If enabled, discard fragments that are outside
				the scissor rectangle.	See glScissor.

       GL_STENCIL_TEST		If enabled, do stencil testing and update  the
				stencil	buffer.	 See glStencilFunc and glSten-
				cilOp.

       GL_TEXTURE_1D		If  enabled, one-dimensional texturing is per-
				formed (unless	two-dimensional	 texturing  is
				also enabled). See glTexImage1D.

       GL_TEXTURE_2D		If  enabled, two-dimensional texturing is per-
				formed.	See glTexImage2D.

       GL_TEXTURE_GEN_Q		If enabled, the	q texture coordinate  is  com-
				puted  using  the  texture generation function
				defined	with glTexGen.	Otherwise, the current
				q texture coordinate is	used.  See glTexGen.

       GL_TEXTURE_GEN_R		If enabled, the	r texture coordinate  is  com-
				puted  using  the  texture generation function
				defined	with glTexGen.	Otherwise, the current
				r texture coordinate is	used.  See glTexGen.

       GL_TEXTURE_GEN_S		If enabled, the	s texture coordinate  is  com-
				puted  using  the  texture generation function
				defined	with glTexGen.	Otherwise, the current
				s texture coordinate is	used.  See glTexGen.

       GL_TEXTURE_GEN_T		If enabled, the	t texture coordinate  is  com-
				puted  using  the  texture generation function
				defined	with glTexGen.	Otherwise, the current
				t texture coordinate is	used.  See glTexGen.

NOTES
       GL_POLYGON_OFFSET_FILL,	   GL_POLYGON_OFFSET_LINE,     GL_POLYGON_OFF-
       SET_POINT,  GL_COLOR_LOGIC_OP, and GL_INDEX_LOGIC_OP are	only available
       if the GL version is 1.1	or greater.

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

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

SEE ALSO
       glAlphaFunc, glBlendFunc, glClipPlane, glColorMaterial, glCullFace,
       glDepthFunc,  glDepthRange,  glEnableClientState, glFog,	glGet, glIsEn-
       abled, glLight, glLightModel,  glLineWidth,  glLineStipple,  glLogicOp,
       glMap1,	 glMap2,  glMaterial,  glNormal,  glPointSize,	glPolygonMode,
       glPolygonOffset,
       glPolygonStipple, glScissor, glStencilFunc, glStencilOp,	glTexGen,  gl-
       TexImage1D, glTexImage2D

								    GLENABLE()

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