HP Workstation zx2000 OpenGL 1.1 Reference for HP-UX 11.x - Page 132
Gl_map1_texture_coord_2
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E glEnable 132 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 glDepthFunc and 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 post texturing color. See glFog. GL_INDEX_LOGIC_OP If enabled, apply the currently selected 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. Otherwise, simply associate the current color or index with each vertex. See glMaterial, glLightModel, and glLight. GL_LINE_SMOOTH If enabled, draw lines with correct filtering. Otherwise, draw aliased lines. See glLineWidth. GL_LINE_STIPPLE If enabled, use the current line stipple pattern when drawing lines. See 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. Chapter 5
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