| GL_ALPHA_TEST
| If enabled,
do alpha testing. See
GL.glAlphaFunc.
|
| 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 glMap2.
|
| GL_BLEND
| If enabled,
blend the incoming RGBA color values with the values in the color
buffers. See GL.glBlendFunc.
|
| GL_CLIP_PLANEi
| If enabled,
clip geometry against user-defined clipping plane i.
See glClipPlane.
|
| GL_COLOR_LOGIC_OP
| If enabled,
apply the currently selected logical operation to the incoming RGBA
color and color buffer values. See GL.glLogicOp.
|
| GL_COLOR_MATERIAL
| If enabled,
have one or more material parameters track the current color.
See GL.glColorMaterial.
|
| GL_CULL_FACE
| If enabled,
cull polygons based on their winding in window coordinates.
See GL.glCullFace.
|
| 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
GL.glDepthFunc and
GL.glDepthRange.
|
| 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 GL.glFog.
|
| GL_INDEX_LOGIC_OP
| If enabled,
apply the currently selected logical operation to the incoming index and color
buffer indices. See
GL.glLogicOp.
|
| GL_LIGHTi
| If enabled,
include light i in the evaluation of the lighting
equation. See GL.glLightModel and GL.glLight.
|
| 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
GL.glMaterial, GL.glLightModel, and GL.glLight.
|
| GL_LINE_SMOOTH
| If enabled,
draw lines with correct filtering.
Otherwise,
draw aliased lines.
See GL.glLineWidth.
|
| GL_LINE_STIPPLE
| If enabled,
use the current line stipple pattern when drawing lines. See
GL.glLineStipple.
|
| GL_MAP1_COLOR_4
| If enabled,
calls to
glEvalCoord1,
glEvalMesh1, and
glEvalPoint1 generate RGBA values.
See glMap1.
|
| GL_MAP1_INDEX
| If enabled,
calls to
glEvalCoord1,
glEvalMesh1, and
glEvalPoint1 generate color indices.
See glMap1.
|
| GL_MAP1_NORMAL
| If enabled,
calls to
glEvalCoord1,
glEvalMesh1, and
glEvalPoint1 generate normals.
See glMap1.
|
| GL_MAP1_TEXTURE_COORD_1
| If enabled,
calls to
glEvalCoord1,
glEvalMesh1, and
glEvalPoint1 generate
s
texture coordinates.
See glMap1.
|
| GL_MAP1_TEXTURE_COORD_2
| If enabled,
calls to
glEvalCoord1,
glEvalMesh1, and
glEvalPoint1 generate
s and
t texture coordinates.
See glMap1.
|
| GL_MAP1_TEXTURE_COORD_3
| If enabled,
calls to
glEvalCoord1,
glEvalMesh1, and
glEvalPoint1 generate
s,
t, and
r texture coordinates.
See glMap1.
|
| GL_MAP1_TEXTURE_COORD_4
| If enabled,
calls to
glEvalCoord1,
glEvalMesh1, and
glEvalPoint1 generate
s,
t,
r, and
q texture coordinates.
See glMap1.
|
| GL_MAP1_VERTEX_3
| If enabled,
calls to
glEvalCoord1,
glEvalMesh1, and
glEvalPoint1 generate
x, y, and z vertex coordinates.
See glMap1.
|
| GL_MAP1_VERTEX_4
| If enabled,
calls to
glEvalCoord1,
glEvalMesh1, and
glEvalPoint1 generate
homogeneous
x,
y,
z, and
w vertex coordinates.
See glMap1.
|
| GL_MAP2_COLOR_4
| If enabled,
calls to
glEvalCoord2,
glEvalMesh2, and
glEvalPoint2 generate RGBA values.
See glMap2.
|
| GL_MAP2_INDEX
| If enabled,
calls to
glEvalCoord2,
glEvalMesh2, and
glEvalPoint2 generate color indices.
See glMap2.
|
| GL_MAP2_NORMAL
| If enabled,
calls to
glEvalCoord2,
glEvalMesh2, and
glEvalPoint2 generate normals.
See glMap2.
|
| GL_MAP2_TEXTURE_COORD_1
| If enabled,
calls to
glEvalCoord2,
glEvalMesh2, and
glEvalPoint2 generate
s
texture coordinates.
See glMap2.
|
| GL_MAP2_TEXTURE_COORD_2
| If enabled,
calls to
glEvalCoord2,
glEvalMesh2, and
glEvalPoint2 generate
s and
t texture coordinates.
See glMap2.
|
| GL_MAP2_TEXTURE_COORD_3
| If enabled,
calls to
glEvalCoord2,
glEvalMesh2, and
glEvalPoint2 generate
s,
t, and
r texture coordinates.
See glMap2.
|
| GL_MAP2_TEXTURE_COORD_4
| If enabled,
calls to
glEvalCoord2,
glEvalMesh2, and
glEvalPoint2 generate
s,
t,
r, and
q texture coordinates.
See glMap2.
|
| GL_MAP2_VERTEX_3
| If enabled,
calls to
glEvalCoord2,
glEvalMesh2, and
glEvalPoint2 generate
x, y, and z vertex coordinates.
See glMap2.
|
| GL_MAP2_VERTEX_4
| If enabled,
calls to
glEvalCoord2,
glEvalMesh2, and
glEvalPoint2 generate
homogeneous
x,
y,
z, and
w vertex coordinates.
See glMap2.
|
| GL_NORMALIZE
| If enabled,
normal vectors specified with GL.glNormal are scaled to unit length
after transformation. See GL.glNormal.
|
| GL_POINT_SMOOTH
| If enabled,
draw points with proper filtering.
Otherwise,
draw aliased points.
See GL.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
GL.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 GL.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
GL.glPolygonOffset.
|
| 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 glPolygonStipple.
|
| GL_SCISSOR_TEST
| If enabled,
discard fragments that are outside the scissor rectangle.
See GL.glScissor.
|
| GL_STENCIL_TEST
| If enabled,
do stencil testing and update the stencil buffer.
See GL.glStencilFunc and GL.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 GL.glTexImage2D.
|
| GL_TEXTURE_GEN_Q
| If enabled,
the q texture coordinate is computed using
the texture generation function defined with GL.glTexGen.
Otherwise, the current q texture coordinate is used.
See GL.glTexGen.
|
| GL_TEXTURE_GEN_R
| If enabled,
the r texture coordinate is computed using
the texture generation function defined with GL.glTexGen.
Otherwise, the current r texture coordinate is used.
See GL.glTexGen.
|
| GL_TEXTURE_GEN_S
| If enabled,
the s texture coordinate is computed using
the texture generation function defined with GL.glTexGen.
Otherwise, the current s texture coordinate is used.
See GL.glTexGen.
|
| GL_TEXTURE_GEN_T
| If enabled,
the t texture coordinate is computed using
the texture generation function defined with GL.glTexGen.
Otherwise, the current t texture coordinate is used.
See GL.glTexGen.
|