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authorPeter Bengtsson <mail@peterbe.com>2020-12-08 14:40:17 -0500
committerPeter Bengtsson <mail@peterbe.com>2020-12-08 14:40:17 -0500
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+---
+title: WebGLRenderingContext.enable()
+slug: Web/API/WebGLRenderingContext/enable
+tags:
+ - WebGLRenderingContext.enable
+translation_of: Web/API/WebGLRenderingContext/enable
+---
+<div>{{APIRef("WebGL")}}</div>
+
+<p><a href="/en-US/docs/Web/API/WebGL_API">WebGL API</a> 中的<strong><code>WebGLRenderingContext.enable()</code></strong> 方法,用于对该上下文开启某种特性。</p>
+
+<h2 id="语法">语法</h2>
+
+<pre class="syntaxbox">void <var>gl</var>.enable(<var>cap</var>);参数</pre>
+
+<dl>
+ <dt><code>cap</code></dt>
+ <dd>让WebGL开启某种特性,可能的值:</dd>
+ <dd>
+ <table class="standard-table">
+ <thead>
+ <tr>
+ <th scope="col">Constant</th>
+ <th scope="col">Description</th>
+ </tr>
+ </thead>
+ <tbody>
+ <tr>
+ <td><code>gl.BLEND</code></td>
+ <td>激活片元的颜色融合计算. 参见 {{domxref("WebGLRenderingContext.blendFunc()")}}.</td>
+ </tr>
+ <tr>
+ <td><code>gl.CULL_FACE</code></td>
+ <td>激活多边形正反面剔除. 参见{{domxref("WebGLRenderingContext.cullFace()")}}.</td>
+ </tr>
+ <tr>
+ <td><code>gl.DEPTH_TEST</code></td>
+ <td>
+ <p>激活深度比较,并且更新深度缓冲区。参见{{domxref("WebGLRenderingContext.depthFunc()")}}.</p>
+ </td>
+ </tr>
+ <tr>
+ <td><code>gl.DITHER</code></td>
+ <td>
+ <p> </p>
+
+ <p>激活在写入颜色缓冲区之前,抖动颜色成分。</p>
+ </td>
+ </tr>
+ <tr>
+ <td><code>gl.POLYGON_OFFSET_FILL</code></td>
+ <td>
+ <p>激活添加多边形片段的深度值偏移。参见{{domxref("WebGLRenderingContext.polygonOffset()")}}.</p>
+ </td>
+ </tr>
+ <tr>
+ <td><code>gl.SAMPLE_ALPHA_TO_COVERAGE</code></td>
+ <td>
+ <p>激活通过alpha值决定的临时覆盖值计算。(抗锯齿)</p>
+ </td>
+ </tr>
+ <tr>
+ <td><code>gl.SAMPLE_COVERAGE</code></td>
+ <td>
+ <p>激活使用临时覆盖值,位和运算片段的覆盖值。参见 {{domxref("WebGLRenderingContext.sampleCoverage()")}}.</p>
+ </td>
+ </tr>
+ <tr>
+ <td><code>gl.SCISSOR_TEST</code></td>
+ <td>
+ <p>激活剪裁测试,即丢弃在剪裁矩形范围外的片段。{{domxref("WebGLRenderingContext.scissor()")}}.</p>
+ </td>
+ </tr>
+ <tr>
+ <td><code>gl.STENCIL_TEST</code></td>
+ <td>
+ <p>激活模板测试并且更新模板缓冲区。参见{{domxref("WebGLRenderingContext.stencilFunc()")}}.</p>
+ </td>
+ </tr>
+ </tbody>
+ </table>
+ 当使用 {{domxref("WebGL2RenderingContext", "WebGL 2 context", "", 1)}}时, 可以添加使用下面的值。
+
+ <table class="standard-table">
+ <thead>
+ <tr>
+ <th scope="col">Constant</th>
+ <th scope="col">Description</th>
+ </tr>
+ </thead>
+ <tbody>
+ <tr>
+ <td><code>gl.RASTERIZER_DISCARD</code></td>
+ <td>
+ <p>图元光栅化阶段之前,但在任意的transform反馈之后,就立刻被丢弃。<code>gl.clear()命令被忽略。</code></p>
+ </td>
+ </tr>
+ </tbody>
+ </table>
+ </dd>
+</dl>
+
+<h3 id="返回值">返回值</h3>
+
+<p>None.</p>
+
+<h2 id="样例">样例</h2>
+
+<pre class="brush: js">gl.enable(gl.DITHER);
+</pre>
+
+<p>如果要检测可用性,可以使用 {{domxref("WebGLRenderingContext.isEnabled()")}} 方法:</p>
+
+<pre class="brush: js">gl.isEnabled(gl.DITHER);
+// true
+</pre>
+
+<h2 id="规范">规范</h2>
+
+<table class="standard-table">
+ <tbody>
+ <tr>
+ <th scope="col">Specification</th>
+ <th scope="col">Status</th>
+ <th scope="col">Comment</th>
+ </tr>
+ <tr>
+ <td>{{SpecName('WebGL', "#5.14.3", "enable")}}</td>
+ <td>{{Spec2('WebGL')}}</td>
+ <td>Initial definition for WebGL.</td>
+ </tr>
+ <tr>
+ <td>{{SpecName('OpenGL ES 2.0', "glEnable.xml", "glEnable")}}</td>
+ <td>{{Spec2('OpenGL ES 2.0')}}</td>
+ <td>Man page of the OpenGL ES 2.0 API.</td>
+ </tr>
+ <tr>
+ <td>{{SpecName('OpenGL ES 3.0', "glEnable.xhtml", "glEnable")}}</td>
+ <td>{{Spec2('OpenGL ES 3.0')}}</td>
+ <td>Man page of the OpenGL ES 3.0 API.</td>
+ </tr>
+ </tbody>
+</table>
+
+<h2 id="浏览器兼容性">浏览器兼容性</h2>
+
+<p class="hidden">The compatibility table in this page is generated from structured data. If you'd like to contribute to the data, please check out <a href="https://github.com/mdn/browser-compat-data">https://github.com/mdn/browser-compat-data</a> and send us a pull request.</p>
+
+<p>{{Compat("api.WebGLRenderingContext.enable")}}</p>
+
+<h2 id="另见">另见</h2>
+
+<ul>
+ <li>{{domxref("WebGLRenderingContext.disable()")}}</li>
+ <li>{{domxref("WebGLRenderingContext.isEnabled()")}}</li>
+</ul>