
<refentry id="glPushAttrib">
    <refmeta>
        <refmetainfo>
            <copyright>
                <year>1991-2006</year>
                <holder>Silicon Graphics, Inc.</holder>
            </copyright>
        </refmetainfo>
        <refentrytitle>glPushAttrib</refentrytitle>
        <manvolnum>3G</manvolnum>
    </refmeta>
    <refnamediv>
        <refname>glPushAttrib</refname>
        <refpurpose>push and pop the server attribute stack</refpurpose>
    </refnamediv>
    <refsynopsisdiv><title>C Specification</title>
        <funcsynopsis>
            <funcprototype>
                <funcdef>void <function>glPushAttrib</function></funcdef>
                <paramdef>GLbitfield <parameter>mask</parameter></paramdef>
            </funcprototype>
        </funcsynopsis>
    </refsynopsisdiv>
    <refsect1 id="parameters"><title>Parameters</title>
        <variablelist>
        <varlistentry>
            <term><parameter>mask</parameter></term>
            <listitem>
                <para>
                    Specifies a mask that indicates which attributes to save. Values for
                    <parameter>mask</parameter> are listed below.
                </para>
            </listitem>
        </varlistentry>
        </variablelist>
    </refsect1>
    <refsynopsisdiv><title>C Specification</title>
        <funcsynopsis>
            <funcprototype>
                <funcdef>void <function>glPopAttrib</function></funcdef>
                <paramdef> <parameter>void</parameter></paramdef>
            </funcprototype>
        </funcsynopsis>
    </refsynopsisdiv>
    <refsect1 id="description"><title>Description</title>
        <para>
            <function>glPushAttrib</function> 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.
            <parameter>mask</parameter>
            is typically constructed by specifying the bitwise-or of several 
            of these constants together.
            The special mask
            <constant>GL_ALL_ATTRIB_BITS</constant>
            can be used to save all stackable states.
        </para>
        <para>
            The symbolic mask constants and their associated GL state are as follows
            (the second column lists which attributes are saved):
        </para>
        <para>
        </para>
        <informaltable frame="topbot">
            <tgroup cols="2" align="left">
                <colspec/>
                <colspec/>
                <tbody>
                    <row>
                        <entry align="left">
                        <constant>GL_ACCUM_BUFFER_BIT</constant>
                        </entry>
                        <entry align="left">
                        Accumulation buffer clear value
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_COLOR_BUFFER_BIT</constant>
                        </entry>
                        <entry align="left">
                        <constant>GL_ALPHA_TEST</constant> enable bit
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Alpha test function and reference value
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_BLEND</constant> enable bit
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Blending source and destination functions
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Constant blend color
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Blending equation
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_DITHER</constant> enable bit
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_DRAW_BUFFER</constant> setting
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_COLOR_LOGIC_OP</constant> enable bit
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_INDEX_LOGIC_OP</constant> enable bit
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Logic op function
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Color mode and index mode clear values
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Color mode and index mode writemasks
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_CURRENT_BIT</constant>
                        </entry>
                        <entry align="left">
                        Current RGBA color
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Current color index
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Current normal vector
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Current texture coordinates
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Current raster position
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_CURRENT_RASTER_POSITION_VALID</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        RGBA color associated with current raster position
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Color index associated with current raster position
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Texture coordinates associated with current raster position
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_EDGE_FLAG</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_DEPTH_BUFFER_BIT</constant>
                        </entry>
                        <entry align="left">
                        <constant>GL_DEPTH_TEST</constant> enable bit
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Depth buffer test function
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Depth buffer clear value
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_DEPTH_WRITEMASK</constant> enable bit
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_ENABLE_BIT</constant>
                        </entry>
                        <entry align="left">
                        <constant>GL_ALPHA_TEST</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_AUTO_NORMAL</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_BLEND</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Enable bits for the user-definable clipping planes
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_COLOR_MATERIAL</constant>
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_CULL_FACE</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_DEPTH_TEST</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_DITHER</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_FOG</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_LIGHT</constant><emphasis>i</emphasis>
			where
				    <constant>0</constant> &lt;&#61; 		  				    <emphasis>i</emphasis> &lt;     				    <constant>GL_MAX_LIGHTS</constant>
   
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_LIGHTING</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_LINE_SMOOTH</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_LINE_STIPPLE</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_COLOR_LOGIC_OP</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_INDEX_LOGIC_OP</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_MAP1_</constant><emphasis>x</emphasis> where <emphasis>x</emphasis> is a map type
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_MAP2_</constant><emphasis>x</emphasis> where <emphasis>x</emphasis> is a map type
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_MULTISAMPLE</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_NORMALIZE</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POINT_SMOOTH</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POLYGON_OFFSET_LINE</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POLYGON_OFFSET_FILL</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POLYGON_OFFSET_POINT</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POLYGON_SMOOTH</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POLYGON_STIPPLE</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_SAMPLE_ALPHA_TO_COVERAGE</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_SAMPLE_ALPHA_TO_ONE</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_SAMPLE_COVERAGE</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_SCISSOR_TEST</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_STENCIL_TEST</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_TEXTURE_1D</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_TEXTURE_2D</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_TEXTURE_3D</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Flags <constant>GL_TEXTURE_GEN_</constant><emphasis>x</emphasis> where <emphasis>x</emphasis> is S, T, R, or Q
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_EVAL_BIT</constant>
                        </entry>
                        <entry align="left">
                        <constant>GL_MAP1_</constant><emphasis>x</emphasis> enable bits, where <emphasis>x</emphasis> is a map type
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_MAP2_</constant><emphasis>x</emphasis> enable bits, where <emphasis>x</emphasis> is a map type
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        1D grid endpoints and divisions
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        2D grid endpoints and divisions
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_AUTO_NORMAL</constant> enable bit
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_FOG_BIT</constant>
                        </entry>
                        <entry align="left">
                        <constant>GL_FOG</constant> enable bit
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Fog color
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Fog density
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Linear fog start
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Linear fog end
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Fog index
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_FOG_MODE</constant> value
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_HINT_BIT</constant>
                        </entry>
                        <entry align="left">
                        <constant>GL_PERSPECTIVE_CORRECTION_HINT</constant> setting
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POINT_SMOOTH_HINT</constant> setting
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_LINE_SMOOTH_HINT</constant> setting
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POLYGON_SMOOTH_HINT</constant> setting
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_FOG_HINT</constant> setting
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_GENERATE_MIPMAP_HINT</constant> setting
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_TEXTURE_COMPRESSION_HINT</constant> setting
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_LIGHTING_BIT</constant>
                        </entry>
                        <entry align="left">
                        <constant>GL_COLOR_MATERIAL</constant> enable bit
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_COLOR_MATERIAL_FACE</constant> value
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Color material parameters that are tracking the current color
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Ambient scene color
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_LIGHT_MODEL_LOCAL_VIEWER</constant> value
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_LIGHT_MODEL_TWO_SIDE</constant> setting
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_LIGHTING</constant> enable bit
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Enable bit for each light
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Ambient, diffuse, and specular intensity for each light
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Direction, position, exponent, and cutoff angle for each light
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Constant, linear, and quadratic attenuation factors for each light
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Ambient, diffuse, specular, and emissive color for each material
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Ambient, diffuse, and specular color indices for each material
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Specular exponent for each material
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_SHADE_MODEL</constant> setting
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_LINE_BIT</constant>
                        </entry>
                        <entry align="left">
                        <constant>GL_LINE_SMOOTH</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_LINE_STIPPLE</constant> enable bit
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Line stipple pattern and repeat counter
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Line width
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_LIST_BIT</constant>
                        </entry>
                        <entry align="left">
                        <constant>GL_LIST_BASE</constant> setting
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_MULTISAMPLE_BIT</constant>
                        </entry>
                        <entry align="left">
                        <constant>GL_MULTISAMPLE</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_SAMPLE_ALPHA_TO_COVERAGE</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_SAMPLE_ALPHA_TO_ONE</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_SAMPLE_COVERAGE</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_SAMPLE_COVERAGE_VALUE</constant> value
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_SAMPLE_COVERAGE_INVERT</constant> value
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_PIXEL_MODE_BIT</constant>
                        </entry>
                        <entry align="left">
                        <constant>GL_RED_BIAS</constant> and <constant>GL_RED_SCALE</constant> settings
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_GREEN_BIAS</constant> and <constant>GL_GREEN_SCALE</constant> values
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_BLUE_BIAS</constant> and <constant>GL_BLUE_SCALE</constant>
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_ALPHA_BIAS</constant> and <constant>GL_ALPHA_SCALE</constant>
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_DEPTH_BIAS</constant> and <constant>GL_DEPTH_SCALE</constant>
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_INDEX_OFFSET</constant> and <constant>GL_INDEX_SHIFT</constant> values
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_MAP_COLOR</constant> and <constant>GL_MAP_STENCIL</constant> flags
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_ZOOM_X</constant> and <constant>GL_ZOOM_Y</constant> factors
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_READ_BUFFER</constant> setting
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_POINT_BIT</constant>
                        </entry>
                        <entry align="left">
                        <constant>GL_POINT_SMOOTH</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Point size
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_POLYGON_BIT</constant>
                        </entry>
                        <entry align="left">
                        <constant>GL_CULL_FACE</constant> enable bit
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_CULL_FACE_MODE</constant> value
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_FRONT_FACE</constant> indicator
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POLYGON_MODE</constant> setting
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POLYGON_SMOOTH</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POLYGON_STIPPLE</constant> enable bit
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POLYGON_OFFSET_FILL</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POLYGON_OFFSET_LINE</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POLYGON_OFFSET_POINT</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POLYGON_OFFSET_FACTOR</constant>
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_POLYGON_OFFSET_UNITS</constant>
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_POLYGON_STIPPLE_BIT</constant>
                        </entry>
                        <entry align="left">
                        Polygon stipple image
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_SCISSOR_BIT</constant>
                        </entry>
                        <entry align="left">
                        <constant>GL_SCISSOR_TEST</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Scissor box
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_STENCIL_BUFFER_BIT</constant>
                        </entry>
                        <entry align="left">
                        <constant>GL_STENCIL_TEST</constant> enable bit
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Stencil function and reference value
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Stencil value mask
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Stencil fail, pass, and depth buffer pass actions
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Stencil buffer clear value
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Stencil buffer writemask
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_TEXTURE_BIT</constant>
                        </entry>
                        <entry align="left">
                        Enable bits for the four texture coordinates
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Border color for each texture image
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Minification function for each texture image
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Magnification function for each texture image
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Texture coordinates and wrap mode for each texture image
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Color and mode for each texture environment
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Enable bits <constant>GL_TEXTURE_GEN_</constant><emphasis>x</emphasis>, <emphasis>x</emphasis> is S, T, R, and Q
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_TEXTURE_GEN_MODE</constant> setting for S, T, R, and Q
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <citerefentry><refentrytitle>glTexGen</refentrytitle></citerefentry> plane equations for S, T, R, and Q
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Current texture bindings (for example, <constant>GL_TEXTURE_BINDING_2D</constant>)
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_TRANSFORM_BIT</constant>
                        </entry>
                        <entry align="left">
                        Coefficients of the six clipping planes
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Enable bits for the user-definable clipping planes
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_MATRIX_MODE</constant> value
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_NORMALIZE</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        <constant>GL_RESCALE_NORMAL</constant> flag
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        <constant>GL_VIEWPORT_BIT</constant>
                        </entry>
                        <entry align="left">
                        Depth range (near and far)
                        </entry>
                    </row>
                    <row>
                        <entry align="left">
                        </entry>
                        <entry align="left">
                        Viewport origin and extent
                        </entry>
                    </row>
                </tbody>
            </tgroup>
        </informaltable>
        <para>
            <citerefentry><refentrytitle>glPopAttrib</refentrytitle></citerefentry> restores the values of the state variables saved with the last
            <function>glPushAttrib</function> command.
            Those not saved are left unchanged.
        </para>
        <para>
            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.
        </para>
        <para>
            Initially, the attribute stack is empty.
        </para>
    </refsect1>
    <refsect1 id="notes"><title>Notes</title>
        <para>
            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
            <citerefentry><refentrytitle>glPushClientAttrib</refentrytitle></citerefentry>.
        </para>
        <para>
            The depth of the attribute stack depends on the implementation,
            but it must be at least 16.
        </para>
        <para>
            For OpenGL versions 1.3 and greater, or when the <code>ARB_multitexture</code> extension is supported, pushing and
            popping texture state applies to all supported texture units.
        </para>
    </refsect1>
    <refsect1 id="errors"><title>Errors</title>
        <para>
            <constant>GL_STACK_OVERFLOW</constant> is generated if <function>glPushAttrib</function> is called while
            the attribute stack is full.
        </para>
        <para>
            <constant>GL_STACK_UNDERFLOW</constant> is generated if <citerefentry><refentrytitle>glPopAttrib</refentrytitle></citerefentry> is called while
            the attribute stack is empty.
        </para>
        <para>
            <constant>GL_INVALID_OPERATION</constant> is generated if <function>glPushAttrib</function> or <citerefentry><refentrytitle>glPopAttrib</refentrytitle></citerefentry>
            is executed between the execution of <citerefentry><refentrytitle>glBegin</refentrytitle></citerefentry>
            and the corresponding execution of <citerefentry><refentrytitle>glEnd</refentrytitle></citerefentry>.
        </para>
    </refsect1>
    <refsect1 id="associatedgets"><title>Associated Gets</title>
        <para>
            <citerefentry><refentrytitle>glGet</refentrytitle></citerefentry> with argument <constant>GL_ATTRIB_STACK_DEPTH</constant>
        </para>
        <para>
            <citerefentry><refentrytitle>glGet</refentrytitle></citerefentry> with argument <constant>GL_MAX_ATTRIB_STACK_DEPTH</constant>
        </para>
    </refsect1>
    <refsect1 id="seealso"><title>See Also</title>
        <para>
            <citerefentry><refentrytitle>glGet</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glGetClipPlane</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glGetError</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glGetLight</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glGetMap</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glGetMaterial</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glGetPixelMap</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glGetPolygonStipple</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glGetString</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glGetTexEnv</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glGetTexGen</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glGetTexImage</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glGetTexLevelParameter</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glGetTexParameter</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glIsEnabled</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glPushClientAttrib</refentrytitle></citerefentry>
        </para>
    </refsect1>
    <refsect1 id="Copyright"><title>Copyright</title>
        <para>
            Copyright <trademark class="copyright"></trademark> 1991-2006
            Silicon Graphics, Inc. This document is licensed under the SGI
            Free Software B License. For details, see
            <ulink url="http://oss.sgi.com/projects/FreeB/">http://oss.sgi.com/projects/FreeB/</ulink>.
        </para>
    </refsect1>
</refentry>
