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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  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 glEnable and glDisable take a single argument, cap, which  can  assume
     one of the following values:

     GL_ALPHA_TEST	      If enabled, do alpha testing. See glAlphaFunc.

     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 glMap2.

     GL_BLEND		      If  enabled,  blend the incoming RGBA color values
			      with the values in the color buffers. See glBlend-
			      Func.

     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 logical
			      operation to the incoming  RGBA  color  and  color
			      buffer values. See glLogicOp.

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

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

     GL_DEPTH_TEST	      If  enabled,  do	depth comparisons and update the
			      depth buffer. 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  dis-
			      abled. See glDepthFunc and
			      glDepthRange.

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

     GL_FOG		      If enabled, blend a fog color into the posttextur-
			      ing color.  See glFog.

     GL_INDEX_LOGIC_OP	      If  enabled,  apply the currently selected logical
			      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  gl-
			      Light.

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

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

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

     GL_MAP1_COLOR_4	      If  enabled,  calls  to glEvalCoord1, glEvalMesh1,
			      and  glEvalPoint1  generate  RGBA   values.    See
			      glMap1.

     GL_MAP1_INDEX	      If  enabled,  calls  to glEvalCoord1, glEvalMesh1,
			      and  glEvalPoint1  generate  color  indices.   See
			      glMap1.

     GL_MAP1_NORMAL	      If  enabled,  calls  to glEvalCoord1, glEvalMesh1,
			      and glEvalPoint1 generate normals.  See glMap1.

     GL_MAP1_TEXTURE_COORD_1  If enabled, calls  to  glEvalCoord1,  glEvalMesh1,
			      and  glEvalPoint1  generate s texture coordinates.
			      See glMap1.

     GL_MAP1_TEXTURE_COORD_2  If enabled, calls  to  glEvalCoord1,  glEvalMesh1,
			      and  glEvalPoint1 generate s and t texture coordi-
			      nates.  See glMap1.

     GL_MAP1_TEXTURE_COORD_3  If enabled, calls  to  glEvalCoord1,  glEvalMesh1,
			      and  glEvalPoint1 generate s, t, and r texture co-
			      ordinates.  See glMap1.

     GL_MAP1_TEXTURE_COORD_4  If enabled, calls  to  glEvalCoord1,  glEvalMesh1,
			      and  glEvalPoint1  generate s, t, r, and q texture
			      coordinates.  See glMap1.

     GL_MAP1_VERTEX_3	      If enabled, calls  to  glEvalCoord1,  glEvalMesh1,
			      and glEvalPoint1 generate x, y, and z vertex coor-
			      dinates.	See glMap1.

     GL_MAP1_VERTEX_4	      If  enabled,  calls  to glEvalCoord1, glEvalMesh1,
			      and glEvalPoint1 generate homogeneous x, y, z, and
			      w vertex coordinates.  See glMap1.

     GL_MAP2_COLOR_4	      If enabled, calls  to  glEvalCoord2,  glEvalMesh2,
			      and   glEvalPoint2   generate  RGBA  values.   See
			      glMap2.

     GL_MAP2_INDEX	      If enabled, calls  to  glEvalCoord2,  glEvalMesh2,
			      and  glEvalPoint2  generate  color  indices.   See
			      glMap2.

     GL_MAP2_NORMAL	      If enabled, calls  to  glEvalCoord2,  glEvalMesh2,
			      and glEvalPoint2 generate normals.  See glMap2.

     GL_MAP2_TEXTURE_COORD_1  If  enabled,  calls  to glEvalCoord2, glEvalMesh2,
			      and glEvalPoint2 generate s  texture  coordinates.
			      See glMap2.

     GL_MAP2_TEXTURE_COORD_2  If  enabled,  calls  to glEvalCoord2, glEvalMesh2,
			      and glEvalPoint2 generate s and t texture  coordi-
			      nates.  See glMap2.

     GL_MAP2_TEXTURE_COORD_3  If  enabled,  calls  to glEvalCoord2, glEvalMesh2,
			      and glEvalPoint2 generate s, t, and r texture  co-
			      ordinates.  See glMap2.

     GL_MAP2_TEXTURE_COORD_4  If  enabled,  calls  to glEvalCoord2, glEvalMesh2,
			      and glEvalPoint2 generate s, t, r, and  q  texture
			      coordinates.  See glMap2.

     GL_MAP2_VERTEX_3	      If  enabled,  calls  to glEvalCoord2, glEvalMesh2,
			      and glEvalPoint2 generate x, y, and z vertex coor-
			      dinates.	See glMap2.

     GL_MAP2_VERTEX_4	      If enabled, calls  to  glEvalCoord2,  glEvalMesh2,
			      and glEvalPoint2 generate homogeneous x, y, z, and
			      w vertex coordinates.  See glMap2.

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

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

     GL_POLYGON_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 compari-
			      son 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  values
			      of a polygon's fragments before the depth compari-
			      son 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  comparison
			      is  performed,  if  the  polygon	is  rendered  in
			      GL_POINT mode. See
			      glPolygonOffset.

     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 pat-
			      tern when rendering polygons.  See  glPolygonStip-
			      ple.

     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 performed
			      (unless  two-dimensional	texturing  is  also  en-
			      abled). 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 computed
			      using the texture generation function defined with
			      glTexGen.  Otherwise, the current q texture  coor-
			      dinate is used.  See glTexGen.

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

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

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

NOTES
     GL_POLYGON_OFFSET_FILL,   GL_POLYGON_OFFSET_LINE,	GL_POLYGON_OFFSET_POINT,
     GL_COLOR_LOGIC_OP, and GL_INDEX_LOGIC_OP are only available if the GL  ver-
     sion is 1.1 or greater.

ERRORS
     GL_INVALID_ENUM  is generated if cap is not one of the values listed previ-
     ously.

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

SEE ALSO
     glAlphaFunc, glBlendFunc, glClipPlane, glColorMaterial, glCullFace,
     glDepthFunc,  glDepthRange, glEnableClientState, glFog, glGet, glIsEnabled,
     glLight,  glLightModel,  glLineWidth,  glLineStipple,  glLogicOp,	 glMap1,
     glMap2, glMaterial, glNormal, glPointSize, glPolygonMode, glPolygonOffset,
     glPolygonStipple, glScissor, glStencilFunc, glStencilOp, glTexGen, glTexIm-
     age1D, glTexImage2D

								      GLENABLE()

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