Name
gl.PushClientAttrib -- push the client attribute stack
Synopsis
gl.PushClientAttrib(mask)
Function
gl.PushClientAttrib() takes one argument, a mask that indicates which groups of client-state variables to save on the client attribute stack. Symbolic constants are used to set bits in the mask. mask is typically constructed by specifying the bitwise-or of several of these constants together. The special mask #GL_CLIENT_ALL_ATTRIB_BITS can be used to save all stackable client state.

The symbolic mask constants and their associated GL client state are as follows:

#GL_CLIENT_PIXEL_STORE_BIT
Pixel storage modes
#GL_CLIENT_VERTEX_ARRAY_BIT
Vertex arrays (and enables)

It is an error to push attributes onto a full client attribute stack. In that case, the error flag is set, and no other change is made to GL state.

Initially, the client attribute stack is empty.

Not all values for GL client state can be saved on the attribute stack. For example, select and feedback state cannot be saved.

The depth of the attribute stack depends on the implementation, but it must be at least 16.

Use gl.PushAttrib() to push state that is kept on the server. Only pixel storage modes and vertex array state may be pushed with gl.PushClientAttrib().

Please consult an OpenGL reference manual for more information.

Inputs
mask
specifies a mask that indicates which attributes to save (see above)
Errors
#GL_STACK_OVERFLOW is generated if gl.PushClientAttrib() is called while the attribute stack is full.

Associated gets
gl.Get() with argument #GL_ATTRIB_STACK_DEPTH

gl.Get() with argument #GL_MAX_CLIENT_ATTRIB_STACK_DEPTH


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