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[clinton/guile-figl.git] / upstream-doc / man2 / xhtml / glPushAttrib.xml
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+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "xhtml1-transitional.dtd">
+<!-- saved from url=(0013)about:internet -->
+<?xml-stylesheet type="text/xsl" href="mathml.xsl"?><html xmlns="http://www.w3.org/1999/xhtml" xmlns:pref="http://www.w3.org/2002/Math/preference" pref:renderer="mathplayer-dl"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><title>glPushAttrib</title><meta name="generator" content="DocBook XSL Stylesheets V1.73.2" /></head><body><div class="refentry" lang="en" xml:lang="en"><a id="glPushAttrib"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glPushAttrib — push and pop the server attribute stack</p></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glPushAttrib</b>(</code></td><td>GLbitfield  </td><td><var class="pdparam">mask</var><code>)</code>;</td></tr></table></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>mask</code></em></span></dt><dd><p>
+                    Specifies a mask that indicates which attributes to save. Values for
+                    <em class="parameter"><code>mask</code></em> are listed below.
+                </p></dd></dl></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glPopAttrib</b>(</code></td><td>  </td><td><var class="pdparam">void</var><code>)</code>;</td></tr></table></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="description"></a><h2>Description</h2><p>
+            <code class="function">glPushAttrib</code> 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.
+            <em class="parameter"><code>mask</code></em>
+            is typically constructed by specifying the bitwise-or of several 
+            of these constants together.
+            The special mask
+            <code class="constant">GL_ALL_ATTRIB_BITS</code>
+            can be used to save all stackable states.
+        </p><p>
+            The symbolic mask constants and their associated GL state are as follows
+            (the second column lists which attributes are saved):
+        </p><p>
+        </p><div class="informaltable"><table border="1"><colgroup><col align="left" /><col align="left" /></colgroup><tbody><tr><td align="left">
+                        <code class="constant">GL_ACCUM_BUFFER_BIT</code>
+                        </td><td align="left">
+                        Accumulation buffer clear value
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_COLOR_BUFFER_BIT</code>
+                        </td><td align="left">
+                        <code class="constant">GL_ALPHA_TEST</code> enable bit
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Alpha test function and reference value
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_BLEND</code> enable bit
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Blending source and destination functions
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Constant blend color
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Blending equation
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_DITHER</code> enable bit
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_DRAW_BUFFER</code> setting
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_COLOR_LOGIC_OP</code> enable bit
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_INDEX_LOGIC_OP</code> enable bit
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Logic op function
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Color mode and index mode clear values
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Color mode and index mode writemasks
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_CURRENT_BIT</code>
+                        </td><td align="left">
+                        Current RGBA color
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Current color index
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Current normal vector
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Current texture coordinates
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Current raster position
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_CURRENT_RASTER_POSITION_VALID</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        RGBA color associated with current raster position
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Color index associated with current raster position
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Texture coordinates associated with current raster position
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_EDGE_FLAG</code> flag
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_DEPTH_BUFFER_BIT</code>
+                        </td><td align="left">
+                        <code class="constant">GL_DEPTH_TEST</code> enable bit
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Depth buffer test function
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Depth buffer clear value
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_DEPTH_WRITEMASK</code> enable bit
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_ENABLE_BIT</code>
+                        </td><td align="left">
+                        <code class="constant">GL_ALPHA_TEST</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_AUTO_NORMAL</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_BLEND</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Enable bits for the user-definable clipping planes
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_COLOR_MATERIAL</code>
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_CULL_FACE</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_DEPTH_TEST</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_DITHER</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_FOG</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_LIGHT</code><span class="emphasis"><em>i</em></span>
+                       where
+                                   <code class="constant">0</code> &lt;=                                                   <span class="emphasis"><em>i</em></span> &lt;                                   <code class="constant">GL_MAX_LIGHTS</code>
+   
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_LIGHTING</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_LINE_SMOOTH</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_LINE_STIPPLE</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_COLOR_LOGIC_OP</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_INDEX_LOGIC_OP</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_MAP1_</code><span class="emphasis"><em>x</em></span> where <span class="emphasis"><em>x</em></span> is a map type
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_MAP2_</code><span class="emphasis"><em>x</em></span> where <span class="emphasis"><em>x</em></span> is a map type
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_MULTISAMPLE</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_NORMALIZE</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POINT_SMOOTH</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POLYGON_OFFSET_LINE</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POLYGON_OFFSET_FILL</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POLYGON_OFFSET_POINT</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POLYGON_SMOOTH</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POLYGON_STIPPLE</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_SAMPLE_ALPHA_TO_COVERAGE</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_SAMPLE_ALPHA_TO_ONE</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_SAMPLE_COVERAGE</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_SCISSOR_TEST</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_STENCIL_TEST</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_TEXTURE_1D</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_TEXTURE_2D</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_TEXTURE_3D</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Flags <code class="constant">GL_TEXTURE_GEN_</code><span class="emphasis"><em>x</em></span> where <span class="emphasis"><em>x</em></span> is S, T, R, or Q
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_EVAL_BIT</code>
+                        </td><td align="left">
+                        <code class="constant">GL_MAP1_</code><span class="emphasis"><em>x</em></span> enable bits, where <span class="emphasis"><em>x</em></span> is a map type
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_MAP2_</code><span class="emphasis"><em>x</em></span> enable bits, where <span class="emphasis"><em>x</em></span> is a map type
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        1D grid endpoints and divisions
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        2D grid endpoints and divisions
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_AUTO_NORMAL</code> enable bit
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_FOG_BIT</code>
+                        </td><td align="left">
+                        <code class="constant">GL_FOG</code> enable bit
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Fog color
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Fog density
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Linear fog start
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Linear fog end
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Fog index
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_FOG_MODE</code> value
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_HINT_BIT</code>
+                        </td><td align="left">
+                        <code class="constant">GL_PERSPECTIVE_CORRECTION_HINT</code> setting
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POINT_SMOOTH_HINT</code> setting
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_LINE_SMOOTH_HINT</code> setting
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POLYGON_SMOOTH_HINT</code> setting
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_FOG_HINT</code> setting
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_GENERATE_MIPMAP_HINT</code> setting
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_TEXTURE_COMPRESSION_HINT</code> setting
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_LIGHTING_BIT</code>
+                        </td><td align="left">
+                        <code class="constant">GL_COLOR_MATERIAL</code> enable bit
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_COLOR_MATERIAL_FACE</code> value
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Color material parameters that are tracking the current color
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Ambient scene color
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_LIGHT_MODEL_LOCAL_VIEWER</code> value
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_LIGHT_MODEL_TWO_SIDE</code> setting
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_LIGHTING</code> enable bit
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Enable bit for each light
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Ambient, diffuse, and specular intensity for each light
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Direction, position, exponent, and cutoff angle for each light
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Constant, linear, and quadratic attenuation factors for each light
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Ambient, diffuse, specular, and emissive color for each material
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Ambient, diffuse, and specular color indices for each material
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Specular exponent for each material
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_SHADE_MODEL</code> setting
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_LINE_BIT</code>
+                        </td><td align="left">
+                        <code class="constant">GL_LINE_SMOOTH</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_LINE_STIPPLE</code> enable bit
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Line stipple pattern and repeat counter
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Line width
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_LIST_BIT</code>
+                        </td><td align="left">
+                        <code class="constant">GL_LIST_BASE</code> setting
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_MULTISAMPLE_BIT</code>
+                        </td><td align="left">
+                        <code class="constant">GL_MULTISAMPLE</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_SAMPLE_ALPHA_TO_COVERAGE</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_SAMPLE_ALPHA_TO_ONE</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_SAMPLE_COVERAGE</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_SAMPLE_COVERAGE_VALUE</code> value
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_SAMPLE_COVERAGE_INVERT</code> value
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_PIXEL_MODE_BIT</code>
+                        </td><td align="left">
+                        <code class="constant">GL_RED_BIAS</code> and <code class="constant">GL_RED_SCALE</code> settings
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_GREEN_BIAS</code> and <code class="constant">GL_GREEN_SCALE</code> values
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_BLUE_BIAS</code> and <code class="constant">GL_BLUE_SCALE</code>
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_ALPHA_BIAS</code> and <code class="constant">GL_ALPHA_SCALE</code>
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_DEPTH_BIAS</code> and <code class="constant">GL_DEPTH_SCALE</code>
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_INDEX_OFFSET</code> and <code class="constant">GL_INDEX_SHIFT</code> values
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_MAP_COLOR</code> and <code class="constant">GL_MAP_STENCIL</code> flags
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_ZOOM_X</code> and <code class="constant">GL_ZOOM_Y</code> factors
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_READ_BUFFER</code> setting
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_POINT_BIT</code>
+                        </td><td align="left">
+                        <code class="constant">GL_POINT_SMOOTH</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Point size
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_POLYGON_BIT</code>
+                        </td><td align="left">
+                        <code class="constant">GL_CULL_FACE</code> enable bit
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_CULL_FACE_MODE</code> value
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_FRONT_FACE</code> indicator
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POLYGON_MODE</code> setting
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POLYGON_SMOOTH</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POLYGON_STIPPLE</code> enable bit
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POLYGON_OFFSET_FILL</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POLYGON_OFFSET_LINE</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POLYGON_OFFSET_POINT</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POLYGON_OFFSET_FACTOR</code>
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_POLYGON_OFFSET_UNITS</code>
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_POLYGON_STIPPLE_BIT</code>
+                        </td><td align="left">
+                        Polygon stipple image
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_SCISSOR_BIT</code>
+                        </td><td align="left">
+                        <code class="constant">GL_SCISSOR_TEST</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Scissor box
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_STENCIL_BUFFER_BIT</code>
+                        </td><td align="left">
+                        <code class="constant">GL_STENCIL_TEST</code> enable bit
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Stencil function and reference value
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Stencil value mask
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Stencil fail, pass, and depth buffer pass actions
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Stencil buffer clear value
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Stencil buffer writemask
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_TEXTURE_BIT</code>
+                        </td><td align="left">
+                        Enable bits for the four texture coordinates
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Border color for each texture image
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Minification function for each texture image
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Magnification function for each texture image
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Texture coordinates and wrap mode for each texture image
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Color and mode for each texture environment
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Enable bits <code class="constant">GL_TEXTURE_GEN_</code><span class="emphasis"><em>x</em></span>, <span class="emphasis"><em>x</em></span> is S, T, R, and Q
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_TEXTURE_GEN_MODE</code> setting for S, T, R, and Q
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <a class="citerefentry" href="glTexGen.xml"><span class="citerefentry"><span class="refentrytitle">glTexGen</span></span></a> plane equations for S, T, R, and Q
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Current texture bindings (for example, <code class="constant">GL_TEXTURE_BINDING_2D</code>)
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_TRANSFORM_BIT</code>
+                        </td><td align="left">
+                        Coefficients of the six clipping planes
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Enable bits for the user-definable clipping planes
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_MATRIX_MODE</code> value
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_NORMALIZE</code> flag
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        <code class="constant">GL_RESCALE_NORMAL</code> flag
+                        </td></tr><tr><td align="left">
+                        <code class="constant">GL_VIEWPORT_BIT</code>
+                        </td><td align="left">
+                        Depth range (near and far)
+                        </td></tr><tr><td align="left">
+                        </td><td align="left">
+                        Viewport origin and extent
+                        </td></tr></tbody></table></div><p>
+            <a class="citerefentry" href="glPopAttrib.xml"><span class="citerefentry"><span class="refentrytitle">glPopAttrib</span></span></a> restores the values of the state variables saved with the last
+            <code class="function">glPushAttrib</code> command.
+            Those not saved are left unchanged.
+        </p><p>
+            It is an error to push attributes onto a full stack
+            or to pop attributes off an empty stack.
+            In either case, the error flag is set
+            and no other change is made to GL state.
+        </p><p>
+            Initially, the attribute stack is empty.
+        </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="notes"></a><h2>Notes</h2><p>
+            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
+            <a class="citerefentry" href="glPushClientAttrib.xml"><span class="citerefentry"><span class="refentrytitle">glPushClientAttrib</span></span></a>.
+        </p><p>
+            The depth of the attribute stack depends on the implementation,
+            but it must be at least 16.
+        </p><p>
+            For OpenGL versions 1.3 and greater, or when the <code class="code">ARB_multitexture</code> extension is supported, pushing and
+            popping texture state applies to all supported texture units.
+        </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="errors"></a><h2>Errors</h2><p>
+            <code class="constant">GL_STACK_OVERFLOW</code> is generated if <code class="function">glPushAttrib</code> is called while
+            the attribute stack is full.
+        </p><p>
+            <code class="constant">GL_STACK_UNDERFLOW</code> is generated if <a class="citerefentry" href="glPopAttrib.xml"><span class="citerefentry"><span class="refentrytitle">glPopAttrib</span></span></a> is called while
+            the attribute stack is empty.
+        </p><p>
+            <code class="constant">GL_INVALID_OPERATION</code> is generated if <code class="function">glPushAttrib</code> or <a class="citerefentry" href="glPopAttrib.xml"><span class="citerefentry"><span class="refentrytitle">glPopAttrib</span></span></a>
+            is executed between the execution of <a class="citerefentry" href="glBegin.xml"><span class="citerefentry"><span class="refentrytitle">glBegin</span></span></a>
+            and the corresponding execution of <a class="citerefentry" href="glEnd.xml"><span class="citerefentry"><span class="refentrytitle">glEnd</span></span></a>.
+        </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="associatedgets"></a><h2>Associated Gets</h2><p>
+            <a class="citerefentry" href="glGet.xml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_ATTRIB_STACK_DEPTH</code>
+        </p><p>
+            <a class="citerefentry" href="glGet.xml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_MAX_ATTRIB_STACK_DEPTH</code>
+        </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="seealso"></a><h2>See Also</h2><p>
+            <a class="citerefentry" href="glGet.xml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>,
+            <a class="citerefentry" href="glGetClipPlane.xml"><span class="citerefentry"><span class="refentrytitle">glGetClipPlane</span></span></a>,
+            <a class="citerefentry" href="glGetError.xml"><span class="citerefentry"><span class="refentrytitle">glGetError</span></span></a>,
+            <a class="citerefentry" href="glGetLight.xml"><span class="citerefentry"><span class="refentrytitle">glGetLight</span></span></a>,
+            <a class="citerefentry" href="glGetMap.xml"><span class="citerefentry"><span class="refentrytitle">glGetMap</span></span></a>,
+            <a class="citerefentry" href="glGetMaterial.xml"><span class="citerefentry"><span class="refentrytitle">glGetMaterial</span></span></a>,
+            <a class="citerefentry" href="glGetPixelMap.xml"><span class="citerefentry"><span class="refentrytitle">glGetPixelMap</span></span></a>,
+            <a class="citerefentry" href="glGetPolygonStipple.xml"><span class="citerefentry"><span class="refentrytitle">glGetPolygonStipple</span></span></a>,
+            <a class="citerefentry" href="glGetString.xml"><span class="citerefentry"><span class="refentrytitle">glGetString</span></span></a>,
+            <a class="citerefentry" href="glGetTexEnv.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexEnv</span></span></a>,
+            <a class="citerefentry" href="glGetTexGen.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexGen</span></span></a>,
+            <a class="citerefentry" href="glGetTexImage.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexImage</span></span></a>,
+            <a class="citerefentry" href="glGetTexLevelParameter.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexLevelParameter</span></span></a>,
+            <a class="citerefentry" href="glGetTexParameter.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexParameter</span></span></a>,
+            <a class="citerefentry" href="glIsEnabled.xml"><span class="citerefentry"><span class="refentrytitle">glIsEnabled</span></span></a>,
+            <a class="citerefentry" href="glPushClientAttrib.xml"><span class="citerefentry"><span class="refentrytitle">glPushClientAttrib</span></span></a>
+        </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="Copyright"></a><h2>Copyright</h2><p>
+            Copyright <span class="trademark"></span>© 1991-2006
+            Silicon Graphics, Inc. This document is licensed under the SGI
+            Free Software B License. For details, see
+            <a class="ulink" href="http://oss.sgi.com/projects/FreeB/" target="_top">http://oss.sgi.com/projects/FreeB/</a>.
+        </p></div></div></body></html>