gl.PushAttrib(mask)
gl.PushAttrib()
takes one argument, a mask that indicates which groups of state variables to save on the
attribute stack. Symbolic constants are used to set bits in the mask. mask is typically constructed by ORing
several of these constants together. The special mask #GL_ALL_ATTRIB_BITS
can be used to save all stackable states.
The symbolic mask constants and their associated GL state are as follows:
#GL_ACCUM_BUFFER_BIT
#GL_COLOR_BUFFER_BIT
#GL_ALPHA_TEST
enable bit
Alpha test function and reference value
#GL_BLEND
enable bit
Blending source and destination functions
Constant blend color
Blending equation
#GL_DITHER
enable bit
#GL_DRAW_BUFFER
setting
#GL_COLOR_LOGIC_OP
enable bit
#GL_INDEX_LOGIC_OP
enable bit
Logic op function
Color mode and index mode clear values
Color mode and index mode writemasks
#GL_CURRENT_BIT
Current color index
Current normal vector
Current texture coordinates
Current raster position
#GL_CURRENT_RASTER_POSITION_VALID
flag
RGBA color associated with current raster position
Color index associated with current raster position
Texture coordinates associated with current raster position
#GL_EDGE_FLAG
flag
#GL_DEPTH_BUFFER_BIT
#GL_DEPTH_TEST
enable bit
Depth buffer test function
Depth buffer clear value
#GL_DEPTH_WRITEMASK
enable bit
#GL_ENABLE_BIT
#GL_ALPHA_TEST
flag
#GL_AUTO_NORMAL
flag
#GL_BLEND
flag
Enable bits for the user-definable clipping planes
#GL_COLOR_MATERIAL
#GL_CULL_FACE
flag
#GL_DEPTH_TEST
flag
#GL_DITHER
flag
#GL_FOG
flag
#GL_LIGHTi
where 0 .le. i < #GL_MAX_LIGHTS
#GL_LIGHTING
flag
#GL_LINE_SMOOTH
flag
#GL_LINE_STIPPLE
flag
#GL_COLOR_LOGIC_OP
flag
#GL_INDEX_LOGIC_OP
flag
#GL_MAP1_x
where x is a map type
#GL_MAP2_x
where x is a map type
#GL_NORMALIZE
flag
#GL_POINT_SMOOTH
flag
#GL_POLYGON_OFFSET_LINE
flag
#GL_POLYGON_OFFSET_FILL
flag
#GL_POLYGON_OFFSET_POINT
flag
#GL_POLYGON_SMOOTH
flag
#GL_POLYGON_STIPPLE
flag
#GL_SCISSOR_TEST
flag
#GL_STENCIL_TEST
flag
#GL_TEXTURE_1D
flag
#GL_TEXTURE_2D
flag
Flags #GL_TEXTURE_GEN_x
where x is S, T, R, or Q
#GL_EVAL_BIT
#GL_MAP1_x
enable bits, where x is a map type
#GL_MAP2_x
enable bits, where x is a map type
1D grid endpoints and divisions
2D grid endpoints and divisions
#GL_AUTO_NORMAL
enable bit
#GL_FOG_BIT
#GL_FOG
enable bit
Fog color
Fog density
Linear fog start
Linear fog end
Fog index
#GL_FOG_MODE
value
#GL_HINT_BIT
#GL_PERSPECTIVE_CORRECTION_HINT
setting
#GL_POINT_SMOOTH_HINT
setting
#GL_LINE_SMOOTH_HINT
setting
#GL_POLYGON_SMOOTH_HINT
setting
#GL_FOG_HINT
setting
#GL_LIGHTING_BIT
#GL_COLOR_MATERIAL
enable bit
#GL_COLOR_MATERIAL_FACE
value
Color material parameters that are tracking the current color
Ambient scene color
#GL_LIGHT_MODEL_LOCAL_VIEWER
value
#GL_LIGHT_MODEL_TWO_SIDE
setting
#GL_LIGHTING
enable bit
Enable bit for each light
Ambient, diffuse, and specular intensity for each light
Direction, position, exponent, and cutoff angle for each light
Constant, linear, and quadratic attenuation factors for each light
Ambient, diffuse, specular, and emissive color for each material
Ambient, diffuse, and specular color indices for each material
Specular exponent for each material
#GL_SHADE_MODEL
setting
#GL_LINE_BIT
#GL_LINE_SMOOTH
flag
#GL_LINE_STIPPLE
enable bit
Line stipple pattern and repeat counter
Line width
#GL_LIST_BIT
#GL_LIST_BASE
setting
#GL_PIXEL_MODE_BIT
#GL_RED_BIAS
and #GL_RED_SCALE
settings
#GL_GREEN_BIAS
and #GL_GREEN_SCALE
values
#GL_BLUE_BIAS
and #GL_BLUE_SCALE
#GL_ALPHA_BIAS
and #GL_ALPHA_SCALE
#GL_DEPTH_BIAS
and #GL_DEPTH_SCALE
#GL_INDEX_OFFSET
and #GL_INDEX_SHIFT
values
#GL_MAP_COLOR
and #GL_MAP_STENCIL
flags
#GL_ZOOM_X
and #GL_ZOOM_Y
factors
#GL_READ_BUFFER
setting
#GL_POINT_BIT
#GL_POINT_SMOOTH
flag
Point size
#GL_POLYGON_BIT
#GL_CULL_FACE
enable bit
#GL_CULL_FACE_MODE
value
#GL_FRONT_FACE
indicator
#GL_POLYGON_MODE
setting
#GL_POLYGON_SMOOTH
flag
#GL_POLYGON_STIPPLE
enable bit
#GL_POLYGON_OFFSET_FILL
flag
#GL_POLYGON_OFFSET_LINE
flag
#GL_POLYGON_OFFSET_POINT
flag
#GL_POLYGON_OFFSET_FACTOR
#GL_POLYGON_OFFSET_UNITS
#GL_POLYGON_STIPPLE_BIT
#GL_SCISSOR_BIT
#GL_SCISSOR_TEST
flag
Scissor box
#GL_STENCIL_BUFFER_BIT
#GL_STENCIL_TEST
enable bit
Stencil function and reference value
Stencil value mask
Stencil fail, pass, and depth buffer pass actions
Stencil buffer clear value
Stencil buffer writemask
#GL_TEXTURE_BIT
Border color for each texture image
Minification function for each texture image
Magnification function for each texture image
Texture coordinates and wrap mode for each texture image
Color and mode for each texture environment
Enable bits #GL_TEXTURE_GEN_x
, x is S, T, R, and Q
#GL_TEXTURE_GEN_MODE
setting for S, T, R, and Q
gl.TexGen() plane equations for S, T, R, and Q
Current texture bindings (for example, #GL_TEXTURE_2D_BINDING
)
#GL_TRANSFORM_BIT
Enable bits for the user-definable clipping planes
#GL_MATRIX_MODE
value
#GL_NORMALIZE
flag
#GL_VIEWPORT_BIT
Viewport origin and extent
It is an error to push attributes onto a full stack. In that case, the error flag is set and no other change is made to GL state.
Initially, the attribute stack is empty.
Not all values for GL state can be saved on the attribute stack. For example, render mode state, and select and feedback state cannot be saved. Client state must be saved with gl.PushClientAttrib().
The depth of the attribute stack depends on the implementation, but it must be at least 16.
Please consult an OpenGL reference manual for more information.
#GL_STACK_OVERFLOW
is generated if gl.PushAttrib()
is called while the attribute stack is full.
#GL_INVALID_OPERATION
is generated if gl.PushAttrib()
is executed between the execution of gl.Begin() and the corresponding execution of gl.End().
#GL_ATTRIB_STACK_DEPTH
gl.Get() with argument #GL_MAX_ATTRIB_STACK_DEPTH