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/* $Id: enable.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include <string.h>
#include <stdio.h>
#include "context.h"
#include "enable.h"
#include "light.h"
#include "macros.h"
#include "matrix.h"
#include "mmath.h"
#include "simple_list.h"
#include "types.h"
#include "vbfill.h"
#include "xform.h"
#include "enums.h"
#ifdef XFree86Server
#include "GL/xf86glx.h"
#endif
#endif
/*
* Perform glEnable and glDisable calls.
*/
void gl_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
{
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "gl_enable/disable" );
if (MESA_VERBOSE & VERBOSE_API)
fprintf(stderr, "%s %s (%x)\n",
state ? "glEnable" : "glDisable",
gl_lookup_enum_by_nr(cap),
ctx->NewState);
switch (cap) {
case GL_ALPHA_TEST:
if (ctx->Color.AlphaEnabled!=state) {
ctx->Color.AlphaEnabled = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_AUTO_NORMAL:
ctx->Eval.AutoNormal = state;
break;
case GL_BLEND:
if (ctx->Color.BlendEnabled!=state) {
ctx->Color.BlendEnabled = state;
/* The following needed to accomodate 1.0 RGB logic op blending */
if (ctx->Color.BlendEquation==GL_LOGIC_OP && state) {
ctx->Color.ColorLogicOpEnabled = GL_TRUE;
}
else {
ctx->Color.ColorLogicOpEnabled = GL_FALSE;
}
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2:
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
if (cap >= GL_CLIP_PLANE0 &&
cap <= GL_CLIP_PLANE5 &&
ctx->Transform.ClipEnabled[cap-GL_CLIP_PLANE0] != state)
{
GLuint p = cap-GL_CLIP_PLANE0;
ctx->Transform.ClipEnabled[p] = state;
ctx->NewState |= NEW_USER_CLIP;
if (state) {
ctx->Enabled |= ENABLE_USERCLIP;
ctx->Transform.AnyClip++;
if (ctx->ProjectionMatrix.flags & MAT_DIRTY_ALL_OVER) {
gl_matrix_analyze( &ctx->ProjectionMatrix );
}
gl_transform_vector( ctx->Transform.ClipUserPlane[p],
ctx->Transform.EyeUserPlane[p],
ctx->ProjectionMatrix.inv );
} else {
if (--ctx->Transform.AnyClip == 0)
ctx->Enabled &= ~ENABLE_USERCLIP;
}
}
break;
case GL_COLOR_MATERIAL:
if (ctx->Light.ColorMaterialEnabled!=state) {
ctx->Light.ColorMaterialEnabled = state;
ctx->NewState |= NEW_LIGHTING;
}
break;
case GL_CULL_FACE:
if (ctx->Polygon.CullFlag!=state) {
ctx->Polygon.CullFlag = state;
ctx->TriangleCaps ^= DD_TRI_CULL;
ctx->NewState |= NEW_POLYGON;
}
break;
case GL_DEPTH_TEST:
if (state && ctx->Visual->DepthBits==0) {
gl_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer");
return;
}
if (ctx->Depth.Test!=state) {
ctx->Depth.Test = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_DITHER:
if (ctx->NoDither) {
/* MESA_NO_DITHER env var */
state = GL_FALSE;
}
if (ctx->Color.DitherFlag!=state) {
ctx->Color.DitherFlag = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_FOG:
if (ctx->Fog.Enabled!=state) {
ctx->Fog.Enabled = state;
ctx->Enabled ^= ENABLE_FOG;
ctx->NewState |= NEW_FOG;
}
break;
case GL_LIGHT0:
case GL_LIGHT1:
case GL_LIGHT2:
case GL_LIGHT3:
case GL_LIGHT4:
case GL_LIGHT5:
case GL_LIGHT6:
case GL_LIGHT7:
if (ctx->Light.Light[cap-GL_LIGHT0].Enabled != state)
{
ctx->Light.Light[cap-GL_LIGHT0].Enabled = state;
if (state) {
insert_at_tail(&ctx->Light.EnabledList,
&ctx->Light.Light[cap-GL_LIGHT0]);
if (ctx->Light.Enabled)
ctx->Enabled |= ENABLE_LIGHT;
} else {
remove_from_list(&ctx->Light.Light[cap-GL_LIGHT0]);
if (is_empty_list(&ctx->Light.EnabledList))
ctx->Enabled &= ~ENABLE_LIGHT;
}
ctx->NewState |= NEW_LIGHTING;
}
break;
case GL_LIGHTING:
if (ctx->Light.Enabled!=state) {
ctx->Light.Enabled = state;
ctx->Enabled &= ~ENABLE_LIGHT;
if (state && !is_empty_list(&ctx->Light.EnabledList))
ctx->Enabled |= ENABLE_LIGHT;
ctx->NewState |= NEW_LIGHTING;
}
break;
case GL_LINE_SMOOTH:
if (ctx->Line.SmoothFlag!=state) {
ctx->Line.SmoothFlag = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_LINE_STIPPLE:
if (ctx->Line.StippleFlag!=state) {
ctx->Line.StippleFlag = state;
ctx->TriangleCaps ^= DD_LINE_STIPPLE;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_INDEX_LOGIC_OP:
if (ctx->Color.IndexLogicOpEnabled!=state) {
ctx->Color.IndexLogicOpEnabled = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_COLOR_LOGIC_OP:
if (ctx->Color.ColorLogicOpEnabled!=state) {
ctx->Color.ColorLogicOpEnabled = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_MAP1_COLOR_4:
ctx->Eval.Map1Color4 = state;
break;
case GL_MAP1_INDEX:
ctx->Eval.Map1Index = state;
break;
case GL_MAP1_NORMAL:
ctx->Eval.Map1Normal = state;
break;
case GL_MAP1_TEXTURE_COORD_1:
ctx->Eval.Map1TextureCoord1 = state;
break;
case GL_MAP1_TEXTURE_COORD_2:
ctx->Eval.Map1TextureCoord2 = state;
break;
case GL_MAP1_TEXTURE_COORD_3:
ctx->Eval.Map1TextureCoord3 = state;
break;
case GL_MAP1_TEXTURE_COORD_4:
ctx->Eval.Map1TextureCoord4 = state;
break;
case GL_MAP1_VERTEX_3:
ctx->Eval.Map1Vertex3 = state;
break;
case GL_MAP1_VERTEX_4:
ctx->Eval.Map1Vertex4 = state;
break;
case GL_MAP2_COLOR_4:
ctx->Eval.Map2Color4 = state;
break;
case GL_MAP2_INDEX:
ctx->Eval.Map2Index = state;
break;
case GL_MAP2_NORMAL:
ctx->Eval.Map2Normal = state;
break;
case GL_MAP2_TEXTURE_COORD_1:
ctx->Eval.Map2TextureCoord1 = state;
break;
case GL_MAP2_TEXTURE_COORD_2:
ctx->Eval.Map2TextureCoord2 = state;
break;
case GL_MAP2_TEXTURE_COORD_3:
ctx->Eval.Map2TextureCoord3 = state;
break;
case GL_MAP2_TEXTURE_COORD_4:
ctx->Eval.Map2TextureCoord4 = state;
break;
case GL_MAP2_VERTEX_3:
ctx->Eval.Map2Vertex3 = state;
break;
case GL_MAP2_VERTEX_4:
ctx->Eval.Map2Vertex4 = state;
break;
case GL_NORMALIZE:
if (ctx->Transform.Normalize != state) {
ctx->Transform.Normalize = state;
ctx->NewState |= NEW_NORMAL_TRANSFORM|NEW_LIGHTING;
ctx->Enabled ^= ENABLE_NORMALIZE;
}
break;
case GL_POINT_SMOOTH:
if (ctx->Point.SmoothFlag!=state) {
ctx->Point.SmoothFlag = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_POLYGON_SMOOTH:
if (ctx->Polygon.SmoothFlag!=state) {
ctx->Polygon.SmoothFlag = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_POLYGON_STIPPLE:
if (ctx->Polygon.StippleFlag!=state) {
ctx->Polygon.StippleFlag = state;
ctx->TriangleCaps ^= DD_TRI_STIPPLE;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_POLYGON_OFFSET_POINT:
if (ctx->Polygon.OffsetPoint!=state) {
ctx->Polygon.OffsetPoint = state;
ctx->NewState |= NEW_POLYGON;
}
break;
case GL_POLYGON_OFFSET_LINE:
if (ctx->Polygon.OffsetLine!=state) {
ctx->Polygon.OffsetLine = state;
ctx->NewState |= NEW_POLYGON;
}
break;
case GL_POLYGON_OFFSET_FILL:
/*case GL_POLYGON_OFFSET_EXT:*/
if (ctx->Polygon.OffsetFill!=state) {
ctx->Polygon.OffsetFill = state;
ctx->NewState |= NEW_POLYGON;
}
break;
case GL_RESCALE_NORMAL_EXT:
if (ctx->Transform.RescaleNormals != state) {
ctx->Transform.RescaleNormals = state;
ctx->NewState |= NEW_NORMAL_TRANSFORM|NEW_LIGHTING;
ctx->Enabled ^= ENABLE_RESCALE;
}
break;
case GL_SCISSOR_TEST:
if (ctx->Scissor.Enabled!=state) {
ctx->Scissor.Enabled = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_SHARED_TEXTURE_PALETTE_EXT:
ctx->Texture.SharedPalette = state;
if (ctx->Driver.UseGlobalTexturePalette)
(*ctx->Driver.UseGlobalTexturePalette)( ctx, state );
break;
case GL_STENCIL_TEST:
if (state && ctx->Visual->StencilBits==0) {
gl_warning(ctx, "glEnable(GL_STENCIL_TEST) but no stencil buffer");
return;
}
if (ctx->Stencil.Enabled!=state) {
ctx->Stencil.Enabled = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_TEXTURE_1D:
if (ctx->Visual->RGBAflag) {
const GLuint curr = ctx->Texture.CurrentUnit;
const GLuint flag = TEXTURE0_1D << (curr * 4);
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
ctx->NewState |= NEW_TEXTURE_ENABLE;
if (state) {
texUnit->Enabled |= TEXTURE0_1D;
ctx->Enabled |= flag;
}
else {
texUnit->Enabled &= ~TEXTURE0_1D;
ctx->Enabled &= ~flag;
}
}
break;
case GL_TEXTURE_2D:
if (ctx->Visual->RGBAflag) {
const GLuint curr = ctx->Texture.CurrentUnit;
const GLuint flag = TEXTURE0_2D << (curr * 4);
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
ctx->NewState |= NEW_TEXTURE_ENABLE;
if (state) {
texUnit->Enabled |= TEXTURE0_2D;
ctx->Enabled |= flag;
}
else {
texUnit->Enabled &= ~TEXTURE0_2D;
ctx->Enabled &= ~flag;
}
}
break;
case GL_TEXTURE_3D:
if (ctx->Visual->RGBAflag) {
const GLuint curr = ctx->Texture.CurrentUnit;
const GLuint flag = TEXTURE0_3D << (curr * 4);
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
ctx->NewState |= NEW_TEXTURE_ENABLE;
if (state) {
texUnit->Enabled |= TEXTURE0_3D;
ctx->Enabled |= flag;
}
else {
texUnit->Enabled &= ~TEXTURE0_3D;
ctx->Enabled &= ~flag;
}
}
break;
case GL_TEXTURE_GEN_Q:
{
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
if (state)
texUnit->TexGenEnabled |= Q_BIT;
else
texUnit->TexGenEnabled &= ~Q_BIT;
ctx->NewState |= NEW_TEXTURING;
}
break;
case GL_TEXTURE_GEN_R:
{
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
if (state)
texUnit->TexGenEnabled |= R_BIT;
else
texUnit->TexGenEnabled &= ~R_BIT;
ctx->NewState |= NEW_TEXTURING;
}
break;
case GL_TEXTURE_GEN_S:
{
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
if (state)
texUnit->TexGenEnabled |= S_BIT;
else
texUnit->TexGenEnabled &= ~S_BIT;
ctx->NewState |= NEW_TEXTURING;
}
break;
case GL_TEXTURE_GEN_T:
{
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
if (state)
texUnit->TexGenEnabled |= T_BIT;
else
texUnit->TexGenEnabled &= ~T_BIT;
ctx->NewState |= NEW_TEXTURING;
}
break;
/*
* CLIENT STATE!!!
*/
case GL_VERTEX_ARRAY:
ctx->Array.Vertex.Enabled = state;
break;
case GL_NORMAL_ARRAY:
ctx->Array.Normal.Enabled = state;
break;
case GL_COLOR_ARRAY:
ctx->Array.Color.Enabled = state;
break;
case GL_INDEX_ARRAY:
ctx->Array.Index.Enabled = state;
break;
case GL_TEXTURE_COORD_ARRAY:
ctx->Array.TexCoord[ctx->TexCoordUnit].Enabled = state;
break;
case GL_EDGE_FLAG_ARRAY:
ctx->Array.EdgeFlag.Enabled = state;
break;
default:
if (state) {
gl_error( ctx, GL_INVALID_ENUM, "glEnable" );
}
else {
gl_error( ctx, GL_INVALID_ENUM, "glDisable" );
}
return;
}
if (ctx->Driver.Enable) {
(*ctx->Driver.Enable)( ctx, cap, state );
}
}
void gl_Enable( GLcontext* ctx, GLenum cap )
{
gl_set_enable( ctx, cap, GL_TRUE );
}
void gl_Disable( GLcontext* ctx, GLenum cap )
{
gl_set_enable( ctx, cap, GL_FALSE );
}
GLboolean gl_IsEnabled( GLcontext* ctx, GLenum cap )
{
switch (cap) {
case GL_ALPHA_TEST:
return ctx->Color.AlphaEnabled;
case GL_AUTO_NORMAL:
return ctx->Eval.AutoNormal;
case GL_BLEND:
return ctx->Color.BlendEnabled;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2:
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
return ctx->Transform.ClipEnabled[cap-GL_CLIP_PLANE0];
case GL_COLOR_MATERIAL:
return ctx->Light.ColorMaterialEnabled;
case GL_CULL_FACE:
return ctx->Polygon.CullFlag;
case GL_DEPTH_TEST:
return ctx->Depth.Test;
case GL_DITHER:
return ctx->Color.DitherFlag;
case GL_FOG:
return ctx->Fog.Enabled;
case GL_LIGHTING:
return ctx->Light.Enabled;
case GL_LIGHT0:
case GL_LIGHT1:
case GL_LIGHT2:
case GL_LIGHT3:
case GL_LIGHT4:
case GL_LIGHT5:
case GL_LIGHT6:
case GL_LIGHT7:
return ctx->Light.Light[cap-GL_LIGHT0].Enabled;
case GL_LINE_SMOOTH:
return ctx->Line.SmoothFlag;
case GL_LINE_STIPPLE:
return ctx->Line.StippleFlag;
case GL_INDEX_LOGIC_OP:
return ctx->Color.IndexLogicOpEnabled;
case GL_COLOR_LOGIC_OP:
return ctx->Color.ColorLogicOpEnabled;
case GL_MAP1_COLOR_4:
return ctx->Eval.Map1Color4;
case GL_MAP1_INDEX:
return ctx->Eval.Map1Index;
case GL_MAP1_NORMAL:
return ctx->Eval.Map1Normal;
case GL_MAP1_TEXTURE_COORD_1:
return ctx->Eval.Map1TextureCoord1;
case GL_MAP1_TEXTURE_COORD_2:
return ctx->Eval.Map1TextureCoord2;
case GL_MAP1_TEXTURE_COORD_3:
return ctx->Eval.Map1TextureCoord3;
case GL_MAP1_TEXTURE_COORD_4:
return ctx->Eval.Map1TextureCoord4;
case GL_MAP1_VERTEX_3:
return ctx->Eval.Map1Vertex3;
case GL_MAP1_VERTEX_4:
return ctx->Eval.Map1Vertex4;
case GL_MAP2_COLOR_4:
return ctx->Eval.Map2Color4;
case GL_MAP2_INDEX:
return ctx->Eval.Map2Index;
case GL_MAP2_NORMAL:
return ctx->Eval.Map2Normal;
case GL_MAP2_TEXTURE_COORD_1:
return ctx->Eval.Map2TextureCoord1;
case GL_MAP2_TEXTURE_COORD_2:
return ctx->Eval.Map2TextureCoord2;
case GL_MAP2_TEXTURE_COORD_3:
return ctx->Eval.Map2TextureCoord3;
case GL_MAP2_TEXTURE_COORD_4:
return ctx->Eval.Map2TextureCoord4;
case GL_MAP2_VERTEX_3:
return ctx->Eval.Map2Vertex3;
case GL_MAP2_VERTEX_4:
return ctx->Eval.Map2Vertex4;
case GL_NORMALIZE:
return ctx->Transform.Normalize;
case GL_POINT_SMOOTH:
return ctx->Point.SmoothFlag;
case GL_POLYGON_SMOOTH:
return ctx->Polygon.SmoothFlag;
case GL_POLYGON_STIPPLE:
return ctx->Polygon.StippleFlag;
case GL_POLYGON_OFFSET_POINT:
return ctx->Polygon.OffsetPoint;
case GL_POLYGON_OFFSET_LINE:
return ctx->Polygon.OffsetLine;
case GL_POLYGON_OFFSET_FILL:
/*case GL_POLYGON_OFFSET_EXT:*/
return ctx->Polygon.OffsetFill;
case GL_RESCALE_NORMAL_EXT:
return ctx->Transform.RescaleNormals;
case GL_SCISSOR_TEST:
return ctx->Scissor.Enabled;
case GL_SHARED_TEXTURE_PALETTE_EXT:
return ctx->Texture.SharedPalette;
case GL_STENCIL_TEST:
return ctx->Stencil.Enabled;
case GL_TEXTURE_1D:
{
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->Enabled & TEXTURE0_1D) ? GL_TRUE : GL_FALSE;
}
case GL_TEXTURE_2D:
{
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->Enabled & TEXTURE0_2D) ? GL_TRUE : GL_FALSE;
}
case GL_TEXTURE_3D:
{
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->Enabled & TEXTURE0_2D) ? GL_TRUE : GL_FALSE;
}
case GL_TEXTURE_GEN_Q:
{
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE;
}
case GL_TEXTURE_GEN_R:
{
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE;
}
case GL_TEXTURE_GEN_S:
{
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE;
}
case GL_TEXTURE_GEN_T:
{
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
return (texUnit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE;
}
/*
* CLIENT STATE!!!
*/
case GL_VERTEX_ARRAY:
return ctx->Array.Vertex.Enabled;
case GL_NORMAL_ARRAY:
return ctx->Array.Normal.Enabled;
case GL_COLOR_ARRAY:
return ctx->Array.Color.Enabled;
case GL_INDEX_ARRAY:
return ctx->Array.Index.Enabled;
case GL_TEXTURE_COORD_ARRAY:
return ctx->Array.TexCoord[ctx->TexCoordUnit].Enabled;
case GL_EDGE_FLAG_ARRAY:
return ctx->Array.EdgeFlag.Enabled;
default:
gl_error( ctx, GL_INVALID_ENUM, "glIsEnabled" );
return GL_FALSE;
}
}
static void gl_client_state( GLcontext *ctx, GLenum cap, GLboolean state )
{
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx,
(state
? "glEnableClientState"
: "glDisableClientState") );
switch (cap) {
case GL_VERTEX_ARRAY:
ctx->Array.Vertex.Enabled = state;
break;
case GL_NORMAL_ARRAY:
ctx->Array.Normal.Enabled = state;
break;
case GL_COLOR_ARRAY:
ctx->Array.Color.Enabled = state;
break;
case GL_INDEX_ARRAY:
ctx->Array.Index.Enabled = state;
break;
case GL_TEXTURE_COORD_ARRAY:
ctx->Array.TexCoord[ctx->TexCoordUnit].Enabled = state;
break;
case GL_EDGE_FLAG_ARRAY:
ctx->Array.EdgeFlag.Enabled = state;
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glEnable/DisableClientState" );
}
ctx->NewState |= NEW_CLIENT_STATE;
}
void gl_EnableClientState( GLcontext *ctx, GLenum cap )
{
gl_client_state( ctx, cap, GL_TRUE );
}
void gl_DisableClientState( GLcontext *ctx, GLenum cap )
{
gl_client_state( ctx, cap, GL_FALSE );
}