Name
gl.PushAttrib -- push the server attribute stack
Synopsis
gl.PushAttrib(mask)
Function
gl.PushAttrib() takes one argument, a mask that indicates which groups of state variables to save on the attribute stack. Symbolic constants are used to set bits in the mask. mask is typically constructed by ORing several of these constants together. The special mask #GL_ALL_ATTRIB_BITS can be used to save all stackable states.

The symbolic mask constants and their associated GL state are as follows:

#GL_ACCUM_BUFFER_BIT
Accumulation buffer clear value

#GL_COLOR_BUFFER_BIT
#GL_ALPHA_TEST enable bit

Alpha test function and reference value

#GL_BLEND enable bit

Blending source and destination functions

Constant blend color

Blending equation

#GL_DITHER enable bit

#GL_DRAW_BUFFER setting

#GL_COLOR_LOGIC_OP enable bit

#GL_INDEX_LOGIC_OP enable bit

Logic op function

Color mode and index mode clear values

Color mode and index mode writemasks

#GL_CURRENT_BIT
Current RGBA color

Current color index

Current normal vector

Current texture coordinates

Current raster position

#GL_CURRENT_RASTER_POSITION_VALID flag

RGBA color associated with current raster position

Color index associated with current raster position

Texture coordinates associated with current raster position

#GL_EDGE_FLAG flag

#GL_DEPTH_BUFFER_BIT
#GL_DEPTH_TEST enable bit

Depth buffer test function

Depth buffer clear value

#GL_DEPTH_WRITEMASK enable bit

#GL_ENABLE_BIT
#GL_ALPHA_TEST flag

#GL_AUTO_NORMAL flag

#GL_BLEND flag

Enable bits for the user-definable clipping planes

#GL_COLOR_MATERIAL

#GL_CULL_FACE flag

#GL_DEPTH_TEST flag

#GL_DITHER flag

#GL_FOG flag

#GL_LIGHTi where 0 .le. i < #GL_MAX_LIGHTS

#GL_LIGHTING flag

#GL_LINE_SMOOTH flag

#GL_LINE_STIPPLE flag

#GL_COLOR_LOGIC_OP flag

#GL_INDEX_LOGIC_OP flag

#GL_MAP1_x where x is a map type

#GL_MAP2_x where x is a map type

#GL_NORMALIZE flag

#GL_POINT_SMOOTH flag

#GL_POLYGON_OFFSET_LINE flag

#GL_POLYGON_OFFSET_FILL flag

#GL_POLYGON_OFFSET_POINT flag

#GL_POLYGON_SMOOTH flag

#GL_POLYGON_STIPPLE flag

#GL_SCISSOR_TEST flag

#GL_STENCIL_TEST flag

#GL_TEXTURE_1D flag

#GL_TEXTURE_2D flag

Flags #GL_TEXTURE_GEN_x where x is S, T, R, or Q

#GL_EVAL_BIT
#GL_MAP1_x enable bits, where x is a map type

#GL_MAP2_x enable bits, where x is a map type

1D grid endpoints and divisions

2D grid endpoints and divisions

#GL_AUTO_NORMAL enable bit

#GL_FOG_BIT
#GL_FOG enable bit

Fog color

Fog density

Linear fog start

Linear fog end

Fog index

#GL_FOG_MODE value

#GL_HINT_BIT
#GL_PERSPECTIVE_CORRECTION_HINT setting

#GL_POINT_SMOOTH_HINT setting

#GL_LINE_SMOOTH_HINT setting

#GL_POLYGON_SMOOTH_HINT setting

#GL_FOG_HINT setting

#GL_LIGHTING_BIT
#GL_COLOR_MATERIAL enable bit

#GL_COLOR_MATERIAL_FACE value

Color material parameters that are tracking the current color

Ambient scene color

#GL_LIGHT_MODEL_LOCAL_VIEWER value

#GL_LIGHT_MODEL_TWO_SIDE setting

#GL_LIGHTING enable bit

Enable bit for each light

Ambient, diffuse, and specular intensity for each light

Direction, position, exponent, and cutoff angle for each light

Constant, linear, and quadratic attenuation factors for each light

Ambient, diffuse, specular, and emissive color for each material

Ambient, diffuse, and specular color indices for each material

Specular exponent for each material

#GL_SHADE_MODEL setting

#GL_LINE_BIT
#GL_LINE_SMOOTH flag

#GL_LINE_STIPPLE enable bit

Line stipple pattern and repeat counter

Line width

#GL_LIST_BIT
#GL_LIST_BASE setting
#GL_PIXEL_MODE_BIT
#GL_RED_BIAS and #GL_RED_SCALE settings

#GL_GREEN_BIAS and #GL_GREEN_SCALE values

#GL_BLUE_BIAS and #GL_BLUE_SCALE

#GL_ALPHA_BIAS and #GL_ALPHA_SCALE

#GL_DEPTH_BIAS and #GL_DEPTH_SCALE

#GL_INDEX_OFFSET and #GL_INDEX_SHIFT values

#GL_MAP_COLOR and #GL_MAP_STENCIL flags

#GL_ZOOM_X and #GL_ZOOM_Y factors

#GL_READ_BUFFER setting

#GL_POINT_BIT
#GL_POINT_SMOOTH flag Point size
#GL_POLYGON_BIT
#GL_CULL_FACE enable bit

#GL_CULL_FACE_MODE value

#GL_FRONT_FACE indicator

#GL_POLYGON_MODE setting

#GL_POLYGON_SMOOTH flag

#GL_POLYGON_STIPPLE enable bit

#GL_POLYGON_OFFSET_FILL flag

#GL_POLYGON_OFFSET_LINE flag

#GL_POLYGON_OFFSET_POINT flag

#GL_POLYGON_OFFSET_FACTOR

#GL_POLYGON_OFFSET_UNITS

#GL_POLYGON_STIPPLE_BIT
Polygon stipple image
#GL_SCISSOR_BIT
#GL_SCISSOR_TEST flag

Scissor box

#GL_STENCIL_BUFFER_BIT
#GL_STENCIL_TEST enable bit

Stencil function and reference value

Stencil value mask

Stencil fail, pass, and depth buffer pass actions

Stencil buffer clear value

Stencil buffer writemask

#GL_TEXTURE_BIT
Enable bits for the four texture coordinates

Border color for each texture image

Minification function for each texture image

Magnification function for each texture image

Texture coordinates and wrap mode for each texture image

Color and mode for each texture environment

Enable bits #GL_TEXTURE_GEN_x, x is S, T, R, and Q

#GL_TEXTURE_GEN_MODE setting for S, T, R, and Q

gl.TexGen() plane equations for S, T, R, and Q

Current texture bindings (for example, #GL_TEXTURE_2D_BINDING)

#GL_TRANSFORM_BIT
Coefficients of the six clipping planes

Enable bits for the user-definable clipping planes

#GL_MATRIX_MODE value

#GL_NORMALIZE flag

#GL_VIEWPORT_BIT
Depth range (near and far)

Viewport origin and extent

It is an error to push attributes onto a full stack. In that case, the error flag is set and no other change is made to GL state.

Initially, the attribute stack is empty.

Not all values for GL state can be saved on the attribute stack. For example, render mode state, and select and feedback state cannot be saved. Client state must be saved with gl.PushClientAttrib().

The depth of the attribute stack depends on the implementation, but it must be at least 16.

Please consult an OpenGL reference manual for more information.

Inputs
mask
specifies a mask that indicates which attributes to save (see above)
Errors
#GL_STACK_OVERFLOW is generated if gl.PushAttrib() is called while the attribute stack is full.

#GL_INVALID_OPERATION is generated if gl.PushAttrib() is executed between the execution of gl.Begin() and the corresponding execution of gl.End().

Associated gets
gl.Get() with argument #GL_ATTRIB_STACK_DEPTH

gl.Get() with argument #GL_MAX_ATTRIB_STACK_DEPTH


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