C language function:glColorMask sample codes

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TITLE : Adrian Boeing: Blog: Point Sprites and Billboards
(Disable color writes and shading for speed: glShadeModel(GL_FLAT); glColorMask(0, 0, 0, 0);).......
http://adrianboeing.blogspot.com/2009/05/point-sprites-and-billboards.html


TITLE : samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java - platform/development - Git at Google
public void glColorMask(boolean red, boolean green, boolean blue,.......
http://android.googlesource.com/platform/development/+/master/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java
TITLE : samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java - platform/development - Git at Google
mgl.glColorMask(red, green, blue, alpha);.......
http://android.googlesource.com/platform/development/+/master/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java
TITLE : Simple Shadow Mapping Tutorial with OpenGL - mike_zwI - CSDNq
glColorMask(0, 0, 0, 0);.......
http://blog.csdn.net/mike_zw/article/details/6100518
TITLE : Simple Shadow Mapping Tutorial with OpenGL - mike_zwI - CSDNq
glColorMask(1, 1, 1, 1);.......
http://blog.csdn.net/mike_zw/article/details/6100518
TITLE : iPhone 3D Programming
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html
TITLE : iPhone 3D Programming
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html

* Use void glColorMask():.......
http://cse.csusb.edu/tongyu/courses/cs621/notes/3dmovies2.php

void glColorMask( GLboolean red,.......
http://cse.csusb.edu/tongyu/courses/cs621/notes/3dmovies2.php

* call glColorMask(GL_TRUE,GL_FALSE,GL_FALSE,GL_FALSE); before rendering the left eye,.......
http://cse.csusb.edu/tongyu/courses/cs621/notes/3dmovies2.php

* call glColorMask(GL_FALSE,GL_FALSE,GL_TRUE,GL_FALSE); before rendering the right eye........
http://cse.csusb.edu/tongyu/courses/cs621/notes/3dmovies2.php
TITLE : GLES10 | Android Developers
static void glColorMask(boolean red, boolean green, boolean blue, boolean alpha).......
http://developer.android.com/reference/android/opengl/GLES10.html
TITLE : Google VR NDK Rendering API  |  Google VR  |  Google Developers
GLES20.glColorMask(false, false, false, false);.......
http://developers.google.com/vr/android/ndk/gvr-ndk-rendering
TITLE : Google VR NDK Rendering API  |  Google VR  |  Google Developers
GLES20.glColorMask(true, true, true, true);.......
http://developers.google.com/vr/android/ndk/gvr-ndk-rendering
TITLE : Pixel Perfect Collision Detection - C++ - Cocos2d-x Forums
glColorMask(1, 0, 0, 1);.......
http://discuss.cocos2d-x.org/t/pixel-perfect-collision-detection/8770
TITLE : Pixel Perfect Collision Detection - C++ - Cocos2d-x Forums
glColorMask(0, 1, 0, 1);.......
http://discuss.cocos2d-x.org/t/pixel-perfect-collision-detection/8770
TITLE : Pixel Perfect Collision Detection - C++ - Cocos2d-x Forums
glColorMask(1, 1, 1, 1);.......
http://discuss.cocos2d-x.org/t/pixel-perfect-collision-detection/8770
TITLE : QOpenGLFunctions_4_2_Core Class | Qt GUI 5.9
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha).......
http://doc.qt.io/qt-5/qopenglfunctions-3-2-core.html
TITLE : QOpenGLFunctions_4_2_Core Class | Qt GUI 5.9
void QOpenGLFunctions_3_2_Core::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha).......
http://doc.qt.io/qt-5/qopenglfunctions-3-2-core.html
TITLE : QOpenGLFunctions_4_2_Core Class | Qt GUI 5.9
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha).......
http://doc.qt.io/qt-5/qopenglfunctions-4-2-core.html
TITLE : QOpenGLFunctions_4_2_Core Class | Qt GUI 5.9
void QOpenGLFunctions_4_2_Core::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha).......
http://doc.qt.io/qt-5/qopenglfunctions-4-2-core.html
TITLE : DRI User Guide
* Using glColorMask(r, g, b, a) when r!=g or g!=b........
http://dri.sourceforge.net/doc/DRIuserguide.html
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glColorMask(save_color_mask[0], save_color_mask[1], save_color_mask[2], save_color_mask[3]);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : ShadowMapping with GLUT and GLSL
The shadowmap is rendered offscreen via an openGL Framebuffer Object (FBO). Only depth value are saved during rendition, there is no color texture bound to the FBO and color writes are disabled via glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)........
http://fabiensanglard.net/shadowmapping/
TITLE : 2D Lighting and Shadows
) I was still rendering the shadows to the screen, rather than just to the stencil buffer. Fix: glColorMask(false, false, false, false);.......
http://forum.lwjgl.org/index.php@topic=5203.0
TITLE : 2D Lighting and Shadows
* glColorMask(false, false, false, false); used to stop rendering (so it only renders to stencil buffer). I feel like 1) this still renders, its just invisible 2) there's a better way.......
http://forum.lwjgl.org/index.php@topic=5203.0
TITLE : Using stencil buffer on iOS « Sparrow Forum
glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );.......
http://forum.sparrow-framework.org/topic/using-stencil-buffer-on-ios
TITLE : Using stencil buffer on iOS « Sparrow Forum
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );.......
http://forum.sparrow-framework.org/topic/using-stencil-buffer-on-ios
TITLE : glsl - How can I write only to the stencil buffer in OpenGL ES 2.0? - Game Development Stack Exchange
glColorMask(false, false, false, false);.......
http://gamedev.stackexchange.com/questions/19909/how-can-i-write-only-to-the-stencil-buffer-in-opengl-es-2-0
TITLE : glsl - How can I write only to the stencil buffer in OpenGL ES 2.0? - Game Development Stack Exchange
I saw this in an example I was following. The documentation for glColorMask() doesn't specify whether this would result in the pixel shader being bypassed or not. I guess I could test this fairly easily, but I'm afraid it would vary from implementation to implementation anyway. ? notlesh Nov 17 '11 at 22:34.......
http://gamedev.stackexchange.com/questions/19909/how-can-i-write-only-to-the-stencil-buffer-in-opengl-es-2-0
TITLE : OpenGL-Examples/12shader_image_load_store.cpp at master progschj/OpenGL-Examples GitHub
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);.......
http://github.com/progschj/OpenGL-Examples/blob/master/12shader_image_load_store.cpp
TITLE : OpenGL-Examples/12shader_image_load_store.cpp at master progschj/OpenGL-Examples GitHub
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);.......
http://github.com/progschj/OpenGL-Examples/blob/master/12shader_image_load_store.cpp
TITLE : Tutorial - Stenciled Shadow Volumes in OpenGL - joshbeam.com
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);.......
http://joshbeam.com/articles/stenciled_shadow_volumes_in_opengl/
TITLE : Tutorial - Stenciled Shadow Volumes in OpenGL - joshbeam.com
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);.......
http://joshbeam.com/articles/stenciled_shadow_volumes_in_opengl/
TITLE : Lazy Foo' Productions - The Stencil Buffer
//Disable rendering to the color buffer glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); //Start using the stencil glEnable( GL_STENCIL_TEST );.......
http://lazyfoo.net/tutorials/OpenGL/26_the_stencil_buffer/index.php
TITLE : Lazy Foo' Productions - The Stencil Buffer
Now we need to render the triangle to the stencil buffer. Using glColorMask(), we'll disable rendering to the R, G, B, and A values in the color buffer. This way the triangle doesn't render to the color buffer and is invisible to the user. Then we enable stencil testing so we can start doing our stencil operations........
http://lazyfoo.net/tutorials/OpenGL/26_the_stencil_buffer/index.php
TITLE : Lazy Foo' Productions - The Stencil Buffer
//Reenable color glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); //Where a 1 was not rendered glStencilFunc( gStencilRenderOp, 1, 1 ); //Keep the pixel glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );.......
http://lazyfoo.net/tutorials/OpenGL/26_the_stencil_buffer/index.php
TITLE : Lazy Foo' Productions - The Stencil Buffer
With our triangle rendered to the stencil buffer, we turn on rendering to the color buffer again with glColorMask()........
http://lazyfoo.net/tutorials/OpenGL/26_the_stencil_buffer/index.php
TITLE : glColorMask function (Windows)
void WINAPI glColorMask(.......
http://msdn.microsoft.com/en-us/library/windows/desktop/dd318807(v=vs.85).aspx
TITLE : NeHe Productions: Shadows
glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); // Don't Draw Into The Colour Buffer.......
http://nehe.gamedev.net/tutorial/shadows/16010/
TITLE : NeHe Productions: Shadows
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); // Enable Rendering To Colour Buffer For All Components.......
http://nehe.gamedev.net/tutorial/shadows/16010/
TITLE : OpenGL - Depth and stencils
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);.......
http://open.gl/depthstencils
TITLE : Anaglyphs
In order to draw the left and right eye scene in the appropriate colour for the filters in the glasses, one could specify one colour when drawing the left eye image and another for the right eye image. This is a bit clumsy, a much easier way is to only specify colours in the scene as different shades of grey and apply glColorMask() to do the filtering automatically. For more details on the whole process see the source code........
http://paulbourke.net/stereographics/anaglyph/
TITLE : Anaglyphs
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);.......
http://paulbourke.net/stereographics/anaglyph/
TITLE : Anaglyphs
glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE);.......
http://paulbourke.net/stereographics/anaglyph/
TITLE : pi3d.util.DisplayOpenGL — pi3d 2.20 documentation
opengles.glColorMask(1, 1, 1, 0).......
http://pi3d.github.io/html/_modules/pi3d/util/DisplayOpenGL.html
TITLE : GPU Programming Final Project -Shadows
glColorMask(0, 0, 0, 0);.......
http://slstuart.blogspot.com/
TITLE : Shadow Mapping Algorithm for Android* | IntelR Software
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);.......
http://software.intel.com/en-us/articles/shadow-mapping-algorithm-for-android
TITLE : Shadow Mapping Algorithm for Android* | IntelR Software
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);.......
http://software.intel.com/en-us/articles/shadow-mapping-algorithm-for-android
TITLE : c++ - Quick question about glColorMask and its work - Stack Overflow
I want to render depth buffer to do some nice shadow mapping. My drawing code though, consists of many shader switches. If I set glColorMask(0,0,0,0) and leave all shader programs, textures and others as they are, and just render the depth buffer, will it be 'OK' ? I mean, if glColorMask disables the "write of color components", does it mean that per-fragment shading IS NOT going to be performed?.......
http://stackoverflow.com/questions/4949304/quick-question-about-glcolormask-and-its-work

glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);.......
http://users.atw.hu/gamealgorithms/ch17lev1sec3.html

glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);.......
http://users.atw.hu/gamealgorithms/ch17lev1sec3.html
TITLE : The insanity that is OpenGL Occlusion Queries | Parse Error
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);.......
http://vertostudio.com/gamedev/@p=177
TITLE : The insanity that is OpenGL Occlusion Queries | Parse Error
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);.......
http://vertostudio.com/gamedev/@p=177
TITLE : IBM /usr/lpp/OpenGL/README from AIX 6 Product - United States
using glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE)........
http://www-304.ibm.com/support/docview.wss@uid=isg1610readme97e3d101lpp_OpenGL
TITLE : Chapter 9. Rendering Extensions
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);.......
http://www-f9.ijs.si/~matevz/docs/007-2392-003/sgi_html/ch09.html
TITLE : Chapter 9. Rendering Extensions
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);.......
http://www-f9.ijs.si/~matevz/docs/007-2392-003/sgi_html/ch09.html
TITLE : Rendering 3D Anaglyph in OpenGL :: animesh mishra > thoughts | code | craft
glColorMask(true, false, false, false);.......
http://www.animesh.me/2011/05/rendering-3d-anaglyph-in-opengl.html
TITLE : Rendering 3D Anaglyph in OpenGL :: animesh mishra > thoughts | code | craft
glColorMask(false, true, true, false);.......
http://www.animesh.me/2011/05/rendering-3d-anaglyph-in-opengl.html
TITLE : Rendering 3D Anaglyph in OpenGL :: animesh mishra > thoughts | code | craft
glColorMask(true, true, true, true);.......
http://www.animesh.me/2011/05/rendering-3d-anaglyph-in-opengl.html
TITLE : OpenGLzu-Windows/MinGW/Clion/CMake - lhyz - q
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);.......
http://www.cnblogs.com/lhyz/p/4621514.html
TITLE : OpenGLzu-Windows/MinGW/Clion/CMake - lhyz - q
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);.......
http://www.cnblogs.com/lhyz/p/4621514.html
TITLE : Draw Reflection of Object on the floor using OpenGL Utility Toolkit (GLUT) | Code in code::blocks
glColorMask(0, 0, 0, 0); //Disable drawing colors to the screen.......
http://www.codeincodeblock.com/2011/11/drawing-reflection-capture-extra.html
TITLE : Draw Reflection of Object on the floor using OpenGL Utility Toolkit (GLUT) | Code in code::blocks
glColorMask(1, 1, 1, 1); //Enable drawing colors to the screen.......
http://www.codeincodeblock.com/2011/11/drawing-reflection-capture-extra.html
TITLE : Opengl Programming Guide 8th Edition Free Ebook To Read Online
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void glColorMaski(GLuint buffer, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void glDepthMask(GLboolean flag); void glStencilMask(GLboolean mask); void glStencilMaskSeparate(GLenum face, GLuint mask); Sets the masks used to control writing into the indicated buffers. If flag is GL_TRUE for glDepthMask(), read more.........
http://www.ebooksbucket.com/opengl-programming-guide-8th-edition-b93
TITLE : Projective Texturing - Graphics and GPU Programming - GameDev.net
glColorMask(0, 0, 0, 0);.......
http://www.gamedev.net/forums/topic/587525-projective-texturing/
TITLE : Projective Texturing - Graphics and GPU Programming - GameDev.net
glColorMask(1, 1, 1, 1);.......
http://www.gamedev.net/forums/topic/587525-projective-texturing/
TITLE : Chapter 10 - OpenGL Programming Guide
void glColorMask(GLboolean red, GLboolean green, GLboolean blue,.......
http://www.glprogramming.com/red/chapter10.html
TITLE : HTCdev - OpenSense SDK |Stereoscopic 3D
gl.glColorMask(true, true, true, true);.......
http://www.htcdev.com/devcenter/opensense-sdk/stereoscopic-3d/s3d-sample-code/
TITLE : Is FBO Size Tied To glViewport?
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);.......
http://www.idevgames.com/forums/thread-2744.html
TITLE : Is FBO Size Tied To glViewport?
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);.......
http://www.idevgames.com/forums/thread-2744.html
TITLE : Cheap shadows tutorial - jMonkeyEngine - Indie DB
glColorMask(0, 0, 0, 0);.......
http://www.indiedb.com/engines/jmonkeyengine/tutorials/cheap-shadows
TITLE : Cheap shadows tutorial - jMonkeyEngine - Indie DB
glColorMask(1, 1, 1, 1);.......
http://www.indiedb.com/engines/jmonkeyengine/tutorials/cheap-shadows
TITLE : Shadows - NeHe Tutorial JOGL Port - Java Tips
gl.glColorMask(false, false, false, false);.......
http://www.java-tips.org/other-api-tips-100035/112-jogl/1702-shadows-nehe-tutorial-jogl-port.html
TITLE : Shadows - NeHe Tutorial JOGL Port - Java Tips
gl.glColorMask(true, true, true, true);.......
http://www.java-tips.org/other-api-tips-100035/112-jogl/1702-shadows-nehe-tutorial-jogl-port.html
TITLE : 27.) Occlusion Query - OpenGL 3.3 - Tutorials - Megabyte Softworks
glColorMask(false, false, false, false);.......
http://www.mbsoftworks.sk/index.php@page=tutorials&series=1&tutorial=30
TITLE : 27.) Occlusion Query - OpenGL 3.3 - Tutorials - Megabyte Softworks
glColorMask(true, true, true, true);.......
http://www.mbsoftworks.sk/index.php@page=tutorials&series=1&tutorial=30
TITLE : NoesisGUI Integration Tutorial - Documentation | NoesisGUI
glColorMask(true, true, true, true);.......
http://www.noesisengine.com/docs/Gui.Core.SDKGuide.html
TITLE : Open Channel Foundation: Jadis
Almost all Jadis code is stereo-mode agnostic. Application developers only have to specify if a given component should be viewed by Left, Right or Both eyes. Anaglyph mode uses OpenGL's glcolorMask(), with Left components being drawn to the red channel, and Right components being drawn to the blue and green channels. Hardware stereo mode uses OpenGL's glDrawBuffer() to render Left and Right views in separate physical buffers........
http://www.openchannelfoundation.org/projects/JADIS/
TITLE : glColorMask() question
* glColorMask() question.......
http://www.opengl.org/discussion_boards/showthread.php/151032-glColorMask()-question
TITLE : glColorMask() question
Thread: glColorMask() question.......
http://www.opengl.org/discussion_boards/showthread.php/151032-glColorMask()-question
TITLE : glColorMask() question
glColorMask() question.......
http://www.opengl.org/discussion_boards/showthread.php/151032-glColorMask()-question
TITLE : glColorMask() question
In description of void glClear(GLbitfield mask); I have read this "Masking operations, such as glColorMask() and glIndexMask(), are also effective". So I do this:.......
http://www.opengl.org/discussion_boards/showthread.php/151032-glColorMask()-question
TITLE : glColorMask() question
glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_TRUE);.......
http://www.opengl.org/discussion_boards/showthread.php/151032-glColorMask()-question
TITLE : glColorMask() question
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);.......
http://www.opengl.org/discussion_boards/showthread.php/151032-glColorMask()-question
TITLE : glColorMask() question
Re: glColorMask() question.......
http://www.opengl.org/discussion_boards/showthread.php/151032-glColorMask()-question
TITLE : List of All Config Variables - Panda3D Manual
gl-color-mask bool 1 Configure this false if your GL's implementation of glColorMask() is broken (some are). This will force the use of a (presumably) more expensive blending operation instead........
http://www.panda3d.org/manual/index.php/List_of_All_Config_Variables
TITLE : OpenGL Shadow Mapping Tutorial - Paul's Projects
//Draw back faces into the shadow map glCullFace(GL_FRONT); //Disable color writes, and use flat shading for speed glShadeModel(GL_FLAT); glColorMask(0, 0, 0, 0);.......
http://www.paulsprojects.net/tutorials/smt/smt.html
TITLE : OpenGL Shadow Mapping Tutorial - Paul's Projects
//restore states glCullFace(GL_BACK); glShadeModel(GL_SMOOTH); glColorMask(1, 1, 1, 1);.......
http://www.paulsprojects.net/tutorials/smt/smt.html
TITLE : Phil Hassey » palm
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);.......
http://www.philhassey.com/blog/category/palm/
TITLE : Java Code Example
gl.glColorMask(true, true, true, true);.......
http://www.programcreek.com/java-api-examples/index.php@class=javax.media.opengl.GL&method=glCopyTexSubImage2D
TITLE : pyqtgraph.graphicsItems.PlotCurveItem — pyqtgraph 0.10.0 documentation
gl.glColorMask(gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE) # disable drawing to frame buffer.......
http://www.pyqtgraph.org/documentation/_modules/pyqtgraph/graphicsItems/PlotCurveItem.html
TITLE : pyqtgraph.graphicsItems.PlotCurveItem — pyqtgraph 0.10.0 documentation
gl.glColorMask(gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE).......
http://www.pyqtgraph.org/documentation/_modules/pyqtgraph/graphicsItems/PlotCurveItem.html
TITLE : Example Code - Raspberry Pi Forums
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);.......
http://www.raspberrypi.org/forums/viewtopic.php@t=33742
TITLE : 3D in Android
20. Red-Cyan Anaglyph Graphics are made up of two differently filtered coloured graphics, one for each eye, superimposed to produce a depth effect Wikipedia gl.glDisable(GL10.GL_DEPTH_TEST) gl.glEnable(GL10.GL_BLEND) gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE) gl.glColorMask(true, false, false, true) gl.glColorMask(false, true, true, true).......
http://www.slideshare.net/wenjiun/3d-in-android
TITLE : 27. OpenGL Basic Shadows Swiftless Tutorials - OpenGL, GLSL & WebGL Tutorials for the computer graphics beginner
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);.......
http://www.swiftless.com/tutorials/opengl/basic_shadows.html
TITLE : 27. OpenGL Basic Shadows Swiftless Tutorials - OpenGL, GLSL & WebGL Tutorials for the computer graphics beginner
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);.......
http://www.swiftless.com/tutorials/opengl/basic_shadows.html
TITLE : 27. OpenGL Basic Shadows Swiftless Tutorials - OpenGL, GLSL & WebGL Tutorials for the computer graphics beginner
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); /.......
http://www.swiftless.com/tutorials/opengl/basic_shadows.html
TITLE : 27. OpenGL Basic Shadows Swiftless Tutorials - OpenGL, GLSL & WebGL Tutorials for the computer graphics beginner
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); //enable.......
http://www.swiftless.com/tutorials/opengl/basic_shadows.html
TITLE : OpenGL Video Tutorial - Drawing Reflections
glColorMask(0, 0, 0, 0); //Disable drawing colors to the screen.......
http://www.videotutorialsrock.com/opengl_tutorial/reflections/text.php
TITLE : OpenGL Video Tutorial - Drawing Reflections
In this section of code, we're going to set every pixel covered by the floor to be 1 in the stencil buffer. First, we enable GL_STENCIL_TEST to indicate that we want to start using the stencil buffer. Then, we call glColorMask(0, 0, 0, 0) to disable drawing to the screen. Right now, we only want to draw to the stencil buffer, not to the screen. Then, we disable GL_DEPTH_TEST, since we don't need depth testing, in order to speed things up a little........
http://www.videotutorialsrock.com/opengl_tutorial/reflections/text.php
TITLE : OpenGL Video Tutorial - Drawing Reflections
glColorMask(1, 1, 1, 1); //Enable drawing colors to the screen.......
http://www.videotutorialsrock.com/opengl_tutorial/reflections/text.php
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