gl.Disable()
disables various capabilities. Use gl.IsEnabled() or gl.Get()
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
.
gl.Disable()
takes a single argument, cap
, which can assume one of the following values:
#GL_ALPHA_TEST
-
If enabled, do alpha testing. See gl.AlphaFunc for details..
#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 gl.Map for details.
#GL_BLEND
-
If enabled, blend the computed fragment color values with the values in the color buffers. See See gl.BlendFunc for details.
#GL_CLIP_PLANEi
-
If enabled, clip geometry against user-defined clipping plane i. See See gl.ClipPlane for details.
#GL_COLOR_LOGIC_OP
-
If enabled, apply the currently selected logical operation to the computed fragment color and color buffer values. See See gl.LogicOp for details.
#GL_COLOR_MATERIAL
-
If enabled, have one or more material parameters track the current color. See See gl.ColorMaterial for details.
#GL_CULL_FACE
-
If enabled, cull polygons based on their winding in window coordinates. See See gl.CullFace for details.
#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 See gl.DepthFunc for details. and See gl.DepthRange for details.
#GL_DITHER
-
If enabled, dither color components or indices before they are written to the color buffer.
#GL_FOG
-
If enabled and no fragment shader is active, blend a fog color into the post-texturing color. See See gl.Fog for details.
#GL_INDEX_LOGIC_OP
-
If enabled, apply the currently selected logical operation to the incoming index and color buffer indices. See See gl.LogicOp for details.
#GL_LIGHTi
-
If enabled, include light i in the evaluation of the lighting equation. See See gl.LightModel for details. and See gl.Light for details.
#GL_LIGHTING
-
If enabled and no vertex shader is active, use the current lighting parameters to compute the vertex color or index. Otherwise, simply associate the current color or index with each vertex.
See gl.Material for details. See gl.LightModel for details. See gl.Light for details.
#GL_LINE_SMOOTH
-
If enabled, draw lines with correct filtering. Otherwise, draw aliased lines. See gl.LineWidth for details.
#GL_LINE_STIPPLE
-
If enabled, use the current line stipple pattern when drawing lines. See gl.LineStipple for details.
#GL_MAP1_COLOR_4
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate RGBA values. See gl.Map for details.
#GL_MAP1_INDEX
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate color indices. See gl.Map for details.
#GL_MAP1_NORMAL
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate normals. See gl.Map for details.
#GL_MAP1_TEXTURE_COORD_1
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate s texture coordinates. See gl.Map for details.
#GL_MAP1_TEXTURE_COORD_2
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate s and t texture coordinates. See gl.Map for details.
#GL_MAP1_TEXTURE_COORD_3
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate s, t, and r texture coordinates. See gl.Map for details.
#GL_MAP1_TEXTURE_COORD_4
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate s, t, r, and q texture coordinates. See gl.Map for details.
#GL_MAP1_VERTEX_3
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate x, y, and z vertex coordinates. See gl.Map for details.
#GL_MAP1_VERTEX_4
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate homogeneous x, y, z, and w vertex coordinates. See gl.Map for details.
#GL_MAP2_COLOR_4
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate RGBA values. See gl.Map for details.
#GL_MAP2_INDEX
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate color indices. See gl.Map for details.
#GL_MAP2_NORMAL
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate normals. See gl.Map for details.
#GL_MAP2_TEXTURE_COORD_1
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate s texture coordinates. See gl.Map for details.
#GL_MAP2_TEXTURE_COORD_2
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate s and t texture coordinates. See gl.Map for details.
#GL_MAP2_TEXTURE_COORD_3
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate s, t, and r texture coordinates. See gl.Map for details.
#GL_MAP2_TEXTURE_COORD_4
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate s, t, r, and q texture coordinates. See gl.Map for details.
#GL_MAP2_VERTEX_3
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate x, y, and z vertex coordinates. See gl.Map for details.
#GL_MAP2_VERTEX_4
-
If enabled, calls to gl.EvalCoord(), gl.EvalMesh(), and gl.EvalPoint() generate homogeneous x, y, z, and w vertex coordinates. See gl.Map for details.
#GL_NORMALIZE
-
If enabled and no vertex shader is active, normal vectors are normalized to unit length after transformation and before lighting. See gl.Normal for details. See gl.NormalPointer for details.
#GL_POINT_SMOOTH
-
If enabled, draw points with proper filtering. Otherwise, draw aliased points. See gl.PointSize for details.
#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 gl.PolygonOffset for details.
#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 gl.PolygonOffset for details.
#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 antialiased 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 gl.PolygonStipple for details.
#GL_SCISSOR_TEST
-
If enabled, discard fragments that are outside the scissor rectangle. See gl.Scissor for details.
#GL_STENCIL_TEST
-
If enabled, do stencil testing and update the stencil buffer. See gl.StencilFunc for details. See gl.StencilOp for details.
#GL_TEXTURE_1D
-
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 gl.TexImage1D for details.
#GL_TEXTURE_2D
-
If enabled and no fragment shader is active, two-dimensional texturing is performed (unless three-dimensional or cube-mapped texturing is also enabled). See gl.TexImage2D for details.
#GL_TEXTURE_GEN_Q
-
If enabled and no vertex shader is active, the q texture coordinate is computed using the texture generation function defined with gl.TexGen(). Otherwise, the current q texture coordinate is used. See gl.TexGen for details.
#GL_TEXTURE_GEN_R
-
If enabled and no vertex shader is active, the r texture coordinate is computed using the texture generation function defined with gl.TexGen(). Otherwise, the current r texture coordinate is used. See gl.TexGen for details.
#GL_TEXTURE_GEN_S
-
If enabled and no vertex shader is active, the s texture coordinate is computed using the texture generation function defined with gl.TexGen(). Otherwise, the current s texture coordinate is used. See gl.TexGen for details.
#GL_TEXTURE_GEN_T
-
If enabled and no vertex shader is active, the t texture coordinate is computed using the texture generation function defined with gl.TexGen(). Otherwise, the current t texture coordinate is used. See gl.TexGen for details.
Please consult an OpenGL reference manual for more information.