Name
gl.Disable -- disable server-side GL capabilities
Synopsis
gl.Disable(cap)
Function
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.

Inputs
cap
specifies a symbolic constant indicating a GL capability
Errors
#GL_INVALID_ENUM is generated if cap is not one of the values listed previously.

#GL_INVALID_OPERATION is generated if gl.Enable() or gl.Disable() is executed between the execution of gl.Begin() and the corresponding execution of gl.End()

Associated gets
gl.IsEnabled()

gl.Get()


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