glDisable function
The glEnable and glDisable functions enable or disable OpenGL capabilities.
void WINAPI glDisable(
GLenum cap
);
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cap
-
A symbolic constant indicating an OpenGL capability.
For discussion of the values cap can take, see the following Remarks section.
This function does not return a value.
The following error codes can be retrieved by the glGetError function.
Name | Meaning |
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cap was not one of the values listed in the preceding Remarks section. |
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The function was called between a call to glBegin and the corresponding call to glEnd. |
The glEnable and glDisable functions enable and disable various OpenGL graphics capabilities. Use glIsEnabled or glGet to determine the current setting of any capability.
Both glEnable and glDisable take a single argument, cap, which can assume one of the following values:
Value | Meaning |
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GL_ALPHA_TEST | If enabled, do alpha testing. See glAlphaFunc. |
GL_AUTO_NORMAL | If enabled, compute surface normal vectors analytically when either GL_MAP2_VERTEX_3 or GL_MAP2_VERTEX_4 has generated vertices. See glMap2. |
GL_BLEND | If enabled, blend the incoming RGBA color values with the values in the color buffers. See glBlendFunc. |
GL_CLIP_PLANEi | If enabled, clip geometry against user-defined clipping plane i. See glClipPlane. |
GL_COLOR_LOGIC_OP | If enabled, apply the current logical operation to the incoming RGBA color and color buffer values. See glLogicOp. |
GL_COLOR_MATERIAL | If enabled, have one or more material parameters track the current color. See glColorMaterial. |
GL_CULL_FACE | If enabled, cull polygons based on their winding in window coordinates. See glCullFace. |
GL_DEPTH_TEST | If enabled, do depth comparisons and update the depth buffer. See glDepthFunc and glDepthRange. |
GL_DITHER | If enabled, dither color components or indexes before they are written to the color buffer. |
GL_FOG | If enabled, blend a fog color into the post-texturing color. See glFog. |
GL_INDEX_LOGIC_OP | If enabled, apply the current logical operation to the incoming index and color buffer indices. See glLogicOp. |
GL_LIGHTi | If enabled, include light i in the evaluation of the lighting equation. See glLightModel and glLight. |
GL_LIGHTING | If enabled, use the current lighting parameters to compute the vertex color or index. If disabled, associate the current color or index with each vertex. See glMaterial, glLightModel, and glLight. |
GL_LINE_SMOOTH | If enabled, draw lines with correct filtering. If disabled, draw aliased lines. See glLineWidth. |
GL_LINE_STIPPLE | If enabled, use the current line stipple pattern when drawing lines. See glLineStipple. |
GL_LOGIC_OP | If enabled, apply the currently selected logical operation to the incoming and color-buffer indexes. See glLogicOp. |
GL_MAP1_COLOR_4 | If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate RGBA values. See also glMap1. |
GL_MAP1_INDEX | If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate color indexes. See also glMap1. |
GL_MAP1_NORMAL | If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate normals. See also glMap1. |
GL_MAP1_TEXTURE_COORD_1 | If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate s texture coordinates. See also glMap1. |
GL_MAP1_TEXTURE_COORD_2 | If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate s and t texture coordinates. See also glMap1. |
GL_MAP1_TEXTURE_COORD_3 | If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate s, t, and r texture coordinates. See also glMap1. |
GL_MAP1_TEXTURE_COORD_4 | If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate s, t, r, and q texture coordinates. See also glMap1. |
GL_MAP1_VERTEX_3 | If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate x, y, and z vertex coordinates. See also glMap1. |
GL_MAP1_VERTEX_4 | If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate homogeneous x, y, z, and w vertex coordinates. See also glMap1. |
GL_MAP2_COLOR_4 | If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate RGBA values. See also glMap2. |
GL_MAP2_INDEX | If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate color indexes. See also glMap2. |
GL_MAP2_NORMAL | If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate normals. See also glMap2. |
GL_MAP2_TEXTURE_COORD_1 | If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s texture coordinates. See also glMap2. |
GL_MAP2_TEXTURE_COORD_2 | If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s and t texture coordinates. See also glMap2. |
GL_MAP2_TEXTURE_COORD_3 | If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s, t, and r texture coordinates. See also glMap2. |
GL_MAP2_TEXTURE_COORD_4 | If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s, t, r, and q texture coordinates. See also glMap2. |
GL_MAP2_VERTEX_3 | If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate x, y, and z vertex coordinates. See also glMap2. |
GL_MAP2_VERTEX_4 | If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate homogeneous x, y, z, and w vertex coordinates. See also glMap2. |
GL_NORMALIZE | If enabled, normal vectors specified with glNormal are scaled to unit length after transformation. See glNormal. |
GL_POINT_SMOOTH | If enabled, draw points with proper filtering. If disabled, draw aliased points. See glPointSize. |
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 glPolygonOffset. |
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 glPolygonOffset. |
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. If disabled, draw aliased polygons. See glPolygonMode. |
GL_POLYGON_STIPPLE | If enabled, use the current polygon stipple pattern when rendering polygons. See glPolygonStipple. |
GL_SCISSOR_TEST | If enabled, discard fragments that are outside the scissor rectangle. See glScissor. |
GL_STENCIL_TEST | If enabled, do stencil testing and update the stencil buffer. See glStencilFunc and glStencilOp. |
GL_TEXTURE_1D | If enabled, one-dimensional texturing is performed (unless two-dimensional texturing is also enabled). See glTexImage1D. |
GL_TEXTURE_2D | If enabled, two-dimensional texturing is performed. See glTexImage2D. |
GL_TEXTURE_GEN_Q | If enabled, the q texture coordinate is computed using the texture-generation function defined with glTexGen. Otherwise, the current q texture coordinate is used. |
GL_TEXTURE_GEN_R | If enabled, the r texture coordinate is computed using the texture generation function defined with glTexGen. If disabled, the current r texture coordinate is used. |
GL_TEXTURE_GEN_S | If enabled, the s texture coordinate is computed using the texture generation function defined with glTexGen. If disabled, the current s texture coordinate is used. |
GL_TEXTURE_GEN_T | If enabled, the t texture coordinate is computed using the texture generation function defined with glTexGen. If disabled, the current t texture coordinate is used. |
Requirement | Value |
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Minimum supported client |
Windows 2000 Professional [desktop apps only] |
Minimum supported server |
Windows 2000 Server [desktop apps only] |
Header |
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Library |
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DLL |
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