/ comp / gb.opengl / gl / enable
Gl.Enable (gb.opengl)
Syntax

    STATIC SUB Enable ( Capacity AS Integer )

### Enable or disable (Gl.Disable) GL capabilities

#### Parameters

- Capacity specifies a symbolic constant indicating a GL capability.

#### Description

Gl.Enable enable various capabilities. Use gl.IsEnabled methods to determine the current setting of any capability. Gl.Enable take a single argument, Capacity, which can assume one of the following values:

- Gl.GL_ALPHA_TEST if enabled, do alpha testing. See Gl.AlphaFunc.

- Gl.GL_BLEND if enabled, blend the incoming RGBA color values with the values in the color buffers. See Gl.BlendFunc.

- Gl.GL_CLIP_PLANEi if enabled, clip geometry against user-defined clipping plane i. See Gl.ClipPlane.

- Gl.GL_COLOR_MATERIAL if enabled, have one or more material parameters track the current color. See Gl.ColorMaterial .

- Gl.GL_CULL_FACE if enabled, cull polygons based on their winding in window coordinates. See Gl.CullFace .

GLDEPTHTEST �

If enabled, do depth comparisons and update the depth buffer. See "glDepthFunc" and "glDepthRange" . GLDITHER � If enabled, dither color components or indices before they are written to the color buffer. GLFOG � If enabled, blend a fog color into the posttexturing color. See "glFog" . GLLIGHTi � If enabled, include light i in the evaluation of the lighting equation. See "glLightModel" and "glLight" . GLLIGHTING �

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" . GLLINESMOOTH �

If enabled, draw lines with correct filtering. Otherwise, draw aliased lines. See "glLineWidth" . GLLINESTIPPLE �

If enabled, use the current line stipple pattern when drawing lines. See "glLineStipple" . GLLOGICOP �

If enabled, apply the currently selected logical operation to the incoming and color buffer indices. See "glLogicOp" . GLMAP1COLOR4 �

If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate RGBA values. See "glMap1" . GLMAP1INDEX �

If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate color indices. See "glMap1" . GLMAP1NORMAL �

If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate normals. See "glMap1" . GLMAP1TEXTURECOORD1 �

If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate s texture coordinates. See "glMap1" . GLMAP1TEXTURECOORD2 �

If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate s and t texture coordinates. See "glMap1" . GLMAP1TEXTURECOORD3 �

If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate s, t, and r texture coordinates. See "glMap1" . GLMAP1TEXTURECOORD4 �

If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate s, t, r, and q texture coordinates. See "glMap1" . GLMAP1VERTEX3 �

If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate will generate x, y, and z vertex coordinates. See "glMap1" . GLMAP1VERTEX4 �

If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 will generate homogeneous x, y, z, and w vertex coordinates. See "glMap1" . GLMAP2COLOR4 �

If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate RGBA values. See "glMap2" . GLMAP2INDEX �

If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate color indices. See "glMap2" . GLMAP2NORMAL �

If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate normals. See "glMap2" . GLMAP2TEXTURECOORD1 �

If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate s texture coordinates. See "glMap2" . GLMAP2TEXTURECOORD2 �

If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate s and t texture coordinates. See "glMap2" GLMAP2TEXTURECOORD3 �

If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate s, t, and r texture coordinates. See "glMap2" . GLMAP2TEXTURECOORD4 �

If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate s, t, r, and q texture coordinates. See "glMap2" . GLMAP2VERTEX3 �

If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 will generate will generate x, y, and z vertex coordinates. See "glMap2" . GLMAP2VERTEX4 �

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

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

If enabled, draw points with proper filtering. Otherwise, draw aliased points. See "glPointSize" . GLPOLYGONSMOOTH �

If enabled, draw polygons with proper filtering. Otherwise, draw aliased polygons. See "glPolygonMode" . GLPOLYGONSTIPPLE �

If enabled, use the current polygon stipple pattern when rendering polygons. See "glPolygonStipple" . GLSCISSORTEST �

If enabled, discard fragments that are outside the scissor rectangle. See "glScissor" . GLSTENCILTEST �

If enabled, do stencil testing and update the stencil buffer. See "glStencilFunc" and "glStencilOp" . GLTEXTURE1D �

If enabled, one-dimensional texturing is performed (unless two-dimensional texturing is also enabled). See "glTexImage1D" . GLTEXTURE2D �

If enabled, two-dimensional texturing is performed. See "glTexImage2D" . GLTEXTUREGENQ �

If enabled, the q texture coordinate is computed using the texture generation function defined with glTexGen. Otherwise, the current q texture coordinate is used. See "glTexGen" . GLTEXTUREGENR �

If enabled, the r texture coordinate is computed using the texture generation function defined with glTexGen. Otherwise, the current r texture coordinate is used. See "glTexGen" . GLTEXTUREGENS �

If enabled, the s texture coordinate is computed using the texture generation function defined with glTexGen. Otherwise, the current s texture coordinate is used. See "glTexGen" . GLTEXTUREGENT �

If enabled, the t texture coordinate is computed using the texture generation function defined with glTexGen. Otherwise, the current t texture coordinate is used. See "glTexGen" . ERRORS GLINVALIDENUM is generated if cap is not one of the values listed above. GLINVALIDOPERATION is generated if glEnable is called between a call to glBegin and the corresponding call to glEnd. SEE ALSO "glAlphaFunc" , "glBlendFunc" , "glClipPlane" , "glColorMaterial" , "glCullFace" , "glDepthFunc" , "glDepthRange" , "glFog" , "glGet" , "glIsEnabled" , "glLight" , "glLightModel" , "glLineWidth" , "glLineStipple" , "glLogicOp" , "glMap1" , "glMap2" , "glMaterial" , "glNormal" , "glPointSize" , "glPolygonMode" , "glPolygonStipple" , "glScissor" , "glStencilFunc" , "glStencilOp" , "glTexGen" , "glTexImage1D" , "glTexImage2D"