C language function:glCullFace sample codes

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TITLE : samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java - platform/development - Git at Google
public void glCullFace(int mode) {.......
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.glCullFace(mode);.......
http://android.googlesource.com/platform/development/+/master/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java
TITLE : 3D Rotaion | Android Notes
gl.glCullFace(GL10.GL_BACK);.......
http://androidstudies.wordpress.com/2013/05/26/3d-rotaion/
TITLE : Vertex Buffer Objects - Anton's OpenGL 4 Notes
glCullFace(GL_BACK); // cull back face.......
http://antongerdelan.net/opengl/vertexbuffers.html
TITLE : All about OpenGL ES 2.x - (part 2/3)
GLvoid glCullFace(GLenum mode).......
http://blog.db-in.com/all-about-opengl-es-2-x-part-2/
TITLE : All about OpenGL ES 2.x - (part 2/3)
As you can imagine, if you set the glCullFace(GL_FRONT) and glFrontFace(GL_CW) you will achieve the same behavior as default. Another way to change the default behavior is by changing the order which your 3D objects are constructed, but of course this is much more laborious, because you need to change your array of indices. The culling is the first thing to happens in the Rasterize step, so this can determine if a Fragment Shader (the next step) will be processed or not........
http://blog.db-in.com/all-about-opengl-es-2-x-part-2/
TITLE : OpenGL ES Tutorial for Android Part V - More on Meshes - Jayway
gl.glCullFace(GL10.GL_BACK);.......
http://blog.jayway.com/2010/02/15/opengl-es-tutorial-for-android-part-v/
TITLE : Pedro's Tech Mumblings: Create 3D objects inside Cocos2D-x (Part 1 - Introduction)
glCullFace(GL_BACK);.......
http://build-failed.blogspot.com/2012/05/create-3d-objects-inside-cocos2d-x.html
TITLE : openglexamples
glCullFace(GL_BACK);.......
http://cs.lmu.edu/~ray/notes/openglexamples/
TITLE : GL10 | Android Developers
abstract void glCullFace(int mode).......
http://developer.android.com/reference/javax/microedition/khronos/opengles/GL10.html
TITLE : Why my model has some empty triangle ? | Vuforia Developer Portal
- in general you can control "back-face" versus "front-face" cullingusing one of these: glCullFace( GL_FRONT ) orglCullFace( GL_BACK).......
http://developer.vuforia.com/forum/opengl-es/why-my-model-has-some-empty-triangle
TITLE : Hello GL ES Example | Qt 4.8
glCullFace(GL_FRONT);.......
http://doc.qt.io/qt-4.8/qt-opengl-hellogl-es-example.html
TITLE : QOpenGLFunctions_4_2_Core Class | Qt GUI 5.9
void glCullFace(GLenum mode).......
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::glCullFace(GLenum mode).......
http://doc.qt.io/qt-5/qopenglfunctions-4-2-core.html
TITLE : OpenGL with Delphi
glCullFace(GL_BACK);.......
http://edn.embarcadero.com/article/26401
TITLE : OpenGL Programming/Scientific OpenGL Tutorial 05 - Wikibooks, open books for an open world
* Try to get the same result without specifying backside triangles by using glEnable(GL_CULL_FACE) and glCullFace(GL_FRONT_AND_BACK)........
http://en.wikibooks.org/wiki/OpenGL_Programming/Scientific_OpenGL_Tutorial_05
TITLE : ShadowMapping with GLUT and GLSL
A good technique to reduce it is to cull front facing polygons during the shadowmap rendition step, using glCullFace(GL_FRONT).......
http://fabiensanglard.net/shadowmapping/
TITLE : ShadowMapping with GLUT and GLSL
and switch back to glCullFace(GL_BACK) during the second step. Here is the result:.......
http://fabiensanglard.net/shadowmapping/
TITLE : ODROID • View topic - Command line video player (S805)
glCullFace(GL_BACK);.......
http://forum.odroid.com/viewtopic.php@t=24350
TITLE : C++ OpenGL ShadowMap Issue/Artifacts - Game Development Stack Exchange
glCullFace( GL_FRONT ).......
http://gamedev.stackexchange.com/questions/88187/c-opengl-shadowmap-issue-artifacts
TITLE : C++ OpenGL ShadowMap Issue/Artifacts - Game Development Stack Exchange
glCullFace( GL_BACK ).......
http://gamedev.stackexchange.com/questions/88187/c-opengl-shadowmap-issue-artifacts
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https://www.google.com/#q=glCullFace