NAME fglEnable, fglDisable - enable or disable server-side GL capabilities FORTRAN SPECIFICATION SUBROUTINE fglEnable( INTEGER*4 cap ) PARAMETERS cap Specifies a symbolic constant indicating a GL capability. FORTRAN SPECIFICATION SUBROUTINE fglDisable( INTEGER*4 cap ) PARAMETERS cap Specifies a symbolic constant indicating a GL capability. DESCRIPTION fglEnable and fglDisable enable and disable various capabilities. Use fglIsEnabled or fglGet 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. Both fglEnable and fglDisable take a single argument, cap, which can assume one of the following values: GL_ALPHA_TEST If enabled, do alpha testing. See fglAlphaFunc. 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 fglMap2. GL_BLEND If enabled, blend the incoming RGBA color values with the values in the color buffers. See fglBlendFunc. GL_CLIP_PLANEi If enabled, clip geometry against user-defined clipping plane i. See fglClipPlane. GL_COLOR_LOGIC_OP If enabled, apply the currently selected logical operation to the incoming RGBA color and color buffer values. See fglLogicOp. GL_COLOR_MATERIAL If enabled, have one or more material parameters track the current color. See fglColorMaterial. GL_CULL_FACE If enabled, cull polygons based on their winding in window coordinates. See fglCullFace. 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 fglDepthFunc and fglDepthRange. GL_DITHER If enabled, dither color components or indices before they are written to the color buffer. GL_FOG If enabled, blend a fog color into the posttexturing color. See fglFog. GL_INDEX_LOGIC_OP If enabled, apply the currently selected logical operation to the incoming index and color buffer indices. See fglLogicOp. GL_LIGHTi If enabled, include light i in the evaluation of the lighting equation. See fglLightModel and fglLight. GL_LIGHTING 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 fglMaterial, fglLightModel, and fglLight. GL_LINE_SMOOTH If enabled, draw lines with correct filtering. Otherwise, draw aliased lines. See fglLineWidth. GL_LINE_STIPPLE If enabled, use the current line stipple pattern when drawing lines. See fglLineStipple. GL_MAP1_COLOR_4 If enabled, calls to fglEvalCoord1, fglEvalMesh1, and fglEvalPoint1 generate RGBA values. See fglMap1. GL_MAP1_INDEX If enabled, calls to fglEvalCoord1, fglEvalMesh1, and fglEvalPoint1 generate color indices. See fglMap1. GL_MAP1_NORMAL If enabled, calls to fglEvalCoord1, fglEvalMesh1, and fglEvalPoint1 generate normals. See fglMap1. GL_MAP1_TEXTURE_COORD_1 If enabled, calls to fglEvalCoord1, fglEvalMesh1, and fglEvalPoint1 generate s texture coordinates. See fglMap1. GL_MAP1_TEXTURE_COORD_2 If enabled, calls to fglEvalCoord1, fglEvalMesh1, and fglEvalPoint1 generate s and t texture coordinates. See fglMap1. GL_MAP1_TEXTURE_COORD_3 If enabled, calls to fglEvalCoord1, fglEvalMesh1, and fglEvalPoint1 generate s, t, and r texture coordinates. See fglMap1. GL_MAP1_TEXTURE_COORD_4 If enabled, calls to fglEvalCoord1, fglEvalMesh1, and fglEvalPoint1 generate s, t, r, and q texture coordinates. See fglMap1. GL_MAP1_VERTEX_3 If enabled, calls to fglEvalCoord1, fglEvalMesh1, and fglEvalPoint1 generate x, y, and z vertex coordinates. See fglMap1. GL_MAP1_VERTEX_4 If enabled, calls to fglEvalCoord1, fglEvalMesh1, and fglEvalPoint1 generate homogeneous x, y, z, and w vertex coordinates. See fglMap1. GL_MAP2_COLOR_4 If enabled, calls to fglEvalCoord2, fglEvalMesh2, and fglEvalPoint2 generate RGBA values. See fglMap2. GL_MAP2_INDEX If enabled, calls to fglEvalCoord2, fglEvalMesh2, and fglEvalPoint2 generate color indices. See fglMap2. GL_MAP2_NORMAL If enabled, calls to fglEvalCoord2, fglEvalMesh2, and fglEvalPoint2 generate normals. See fglMap2. GL_MAP2_TEXTURE_COORD_1 If enabled, calls to fglEvalCoord2, fglEvalMesh2, and fglEvalPoint2 generate s texture coordinates. See fglMap2. GL_MAP2_TEXTURE_COORD_2 If enabled, calls to fglEvalCoord2, fglEvalMesh2, and fglEvalPoint2 generate s and t texture coordinates. See fglMap2. GL_MAP2_TEXTURE_COORD_3 If enabled, calls to fglEvalCoord2, fglEvalMesh2, and fglEvalPoint2 generate s, t, and r texture coordinates. See fglMap2. GL_MAP2_TEXTURE_COORD_4 If enabled, calls to fglEvalCoord2, fglEvalMesh2, and fglEvalPoint2 generate s, t, r, and q texture coordinates. See fglMap2. GL_MAP2_VERTEX_3 If enabled, calls to fglEvalCoord2, fglEvalMesh2, and fglEvalPoint2 generate x, y, and z vertex coordinates. See fglMap2. GL_MAP2_VERTEX_4 If enabled, calls to fglEvalCoord2, fglEvalMesh2, and fglEvalPoint2 generate homogeneous x, y, z, and w vertex coordinates. See fglMap2. GL_NORMALIZE If enabled, normal vectors specified with fglNormal are scaled to unit length after transformation. See fglNormal. GL_POINT_SMOOTH If enabled, draw points with proper filtering. Otherwise, draw aliased points. See fglPointSize. 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 fglPolygonOffset. 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 fglPolygonOffset. 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 fglPolygonOffset. GL_POLYGON_SMOOTH If enabled, draw polygons with proper filtering. Otherwise, draw aliased polygons. For correct anti-aliased 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 fglPolygonStipple. GL_SCISSOR_TEST If enabled, discard fragments that are outside the scissor rectangle. See fglScissor. GL_STENCIL_TEST If enabled, do stencil testing and update the stencil buffer. See fglStencilFunc and fglStencilOp. GL_TEXTURE_1D If enabled, one-dimensional texturing is performed (unless two-dimensional texturing is also enabled). See fglTexImage1D. GL_TEXTURE_2D If enabled, two-dimensional texturing is performed. See fglTexImage2D. GL_TEXTURE_GEN_Q If enabled, the q texture coordinate is computed using the texture generation function defined with fglTexGen. Otherwise, the current q texture coordinate is used. See fglTexGen. GL_TEXTURE_GEN_R If enabled, the r texture coordinate is computed using the texture generation function defined with fglTexGen. Otherwise, the current r texture coordinate is used. See fglTexGen. GL_TEXTURE_GEN_S If enabled, the s texture coordinate is computed using the texture generation function defined with fglTexGen. Otherwise, the current s texture coordinate is used. See fglTexGen. GL_TEXTURE_GEN_T If enabled, the t texture coordinate is computed using the texture generation function defined with fglTexGen. Otherwise, the current t texture coordinate is used. See fglTexGen. NOTES GL_POLYGON_OFFSET_FILL, GL_POLYGON_OFFSET_LINE, GL_POLYGON_OFFSET_POINT, GL_COLOR_LOGIC_OP, and GL_INDEX_LOGIC_OP are only available if the GL version is 1.1 or greater. ERRORS GL_INVALID_ENUM is generated if cap is not one of the values listed previously. GL_INVALID_OPERATION is generated if fglEnable or fglDisable is executed between the execution of fglBegin and the corresponding execution of fglEnd. SEE ALSO fglAlphaFunc, fglBlendFunc, fglClipPlane, fglColorMaterial, fglCullFace, fglDepthFunc, fglDepthRange, fglEnableClientState, fglFog, fglGet, fglIsEnabled, fglLight, fglLightModel, fglLineWidth, fglLineStipple, fglLogicOp, fglMap1, fglMap2, fglMaterial, fglNormal, fglPointSize, fglPolygonMode, fglPolygonOffset, fglPolygonStipple, fglScissor, fglStencilFunc, fglStencilOp, fglTexGen, fglTexImage1D, fglTexImage2D