C language function:glDepthMask 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 glDepthMask(boolean flag) {.......
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.glDepthMask(flag);.......
http://android.googlesource.com/platform/development/+/master/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java
TITLE : Cube Maps: Skyboxes and Environment Mapping - Anton's OpenGL 4 Notes
glDepthMask(GL_FALSE); glUseProgram(shader_programme); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, tex_cube); glBindVertexArray(vao); glDrawArrays(GL_TRIANGLES, 0, 36); glDepthMask(GL_TRUE);.......
http://antongerdelan.net/opengl/cubemaps.html
TITLE : howto/rotate-cube — vispy v0.2 docs
gl.glDepthMask( gl.GL_FALSE ).......
http://api.vispy.org/en/v0.2.1/examples/howto/rotate-cube.html
TITLE : howto/rotate-cube — vispy v0.2 docs
gl.glDepthMask( gl.GL_TRUE ).......
http://api.vispy.org/en/v0.2.1/examples/howto/rotate-cube.html
TITLE : iPhone 3D Programming
glDepthMask(GL_FALSE);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html
TITLE : iPhone 3D Programming
glDepthMask(GL_TRUE);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html
TITLE : GLES10 | Android Developers
static void glDepthMask(boolean flag).......
http://developer.android.com/reference/android/opengl/GLES10.html
TITLE : Scene Kit Session WWDC 2013/Sources/Slides/ASCSlideNodeDelegate_Alternate.m
glDepthMask(false);.......
http://developer.apple.com/library/content/samplecode/SceneKit_Slides_WWDC2013/Listings/Scene_Kit_Session_WWDC_2013_Sources_Slides_ASCSlideNodeDelegate_Alternate_m.html
TITLE : Scene Kit Session WWDC 2013/Sources/Slides/ASCSlideNodeDelegate_Alternate.m
glDepthMask(true);.......
http://developer.apple.com/library/content/samplecode/SceneKit_Slides_WWDC2013/Listings/Scene_Kit_Session_WWDC_2013_Sources_Slides_ASCSlideNodeDelegate_Alternate_m.html
TITLE : Layering a second EAGL View on top of camera video | Vuforia Developer Portal
glDepthMask(1);.......
http://developer.vuforia.com/forum/ios/layering-second-eagl-view-top-camera-video
TITLE : Layering a second EAGL View on top of camera video | Vuforia Developer Portal
glDepthMask(0);.......
http://developer.vuforia.com/forum/ios/layering-second-eagl-view-top-camera-video
TITLE : QOpenGLFunctions_4_2_Core Class | Qt GUI 5.9
void glDepthMask(GLboolean flag).......
http://doc.qt.io/qt-5/qopenglfunctions-2-0.html
TITLE : QOpenGLFunctions_4_2_Core Class | Qt GUI 5.9
void QOpenGLFunctions_2_0::glDepthMask(GLboolean flag).......
http://doc.qt.io/qt-5/qopenglfunctions-2-0.html
TITLE : QOpenGLFunctions_4_2_Core Class | Qt GUI 5.9
void glDepthMask(GLboolean flag).......
http://doc.qt.io/qt-5/qopenglfunctions-3-1.html
TITLE : QOpenGLFunctions_4_2_Core Class | Qt GUI 5.9
void QOpenGLFunctions_3_1::glDepthMask(GLboolean flag).......
http://doc.qt.io/qt-5/qopenglfunctions-3-1.html
TITLE : QOpenGLFunctions_4_2_Core Class | Qt GUI 5.9
void glDepthMask(GLboolean flag).......
http://doc.qt.io/qt-5/qopenglfunctions-3-2-compatibility.html
TITLE : QOpenGLFunctions_4_2_Core Class | Qt GUI 5.9
void QOpenGLFunctions_3_2_Compatibility::glDepthMask(GLboolean flag).......
http://doc.qt.io/qt-5/qopenglfunctions-3-2-compatibility.html
TITLE : QOpenGLFunctions_4_2_Core Class | Qt GUI 5.9
void glDepthMask(GLboolean flag).......
http://doc.qt.io/qt-5/qopenglfunctions-4-1-compatibility.html
TITLE : QOpenGLFunctions_4_2_Core Class | Qt GUI 5.9
void QOpenGLFunctions_4_1_Compatibility::glDepthMask(GLboolean flag).......
http://doc.qt.io/qt-5/qopenglfunctions-4-1-compatibility.html
TITLE : QOpenGLFunctions_4_2_Core Class | Qt GUI 5.9
void glDepthMask(GLboolean flag).......
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::glDepthMask(GLboolean flag).......
http://doc.qt.io/qt-5/qopenglfunctions-4-2-core.html
TITLE : [SOLVED]OpenGL Colored Cube Render Issue SFML 2.3.2
glDepthMask(GL_TRUE);.......
http://en.sfml-dev.org/forums/index.php@topic=20693.0
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glDepthMask(GL_FALSE);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glDepthMask(GL_TRUE);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glDepthMask(GL_FALSE);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glDepthMask(save_depth_mask);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
glDepthMask(GL_FALSE);.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
glDepthMask(GL_TRUE);.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : jogl - FBO's - I cant make render to depth buffer work
gl.glDepthMask(true);.......
http://forum.jogamp.org/FBO-s-I-cant-make-render-to-depth-buffer-work-td4037322.html
TITLE : render to texture - advanced - openFrameworks
glDepthMask(false);.......
http://forum.openframeworks.cc/t/render-to-texture/371
TITLE : OpenSceneGraph Forum :: View topic - Building OSG with OpenGL ES 2
glDepthMask(GL_TRUE);.......
http://forum.openscenegraph.org/viewtopic.php@t=14242
TITLE : Jagged transparency when rendering translucent textures (OpenGL 3.2 + GLSL) - Game Development Stack Exchange
glDepthMask(true);.......
http://gamedev.stackexchange.com/questions/49051/jagged-transparency-when-rendering-translucent-textures-opengl-3-2-glsl
TITLE : recastnavigation/Sample_SoloMesh.cpp at master recastnavigation/recastnavigation GitHub
glDepthMask(GL_TRUE);.......
http://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp
TITLE : recastnavigation/Sample_SoloMesh.cpp at master recastnavigation/recastnavigation GitHub
glDepthMask(GL_FALSE);.......
http://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp
TITLE : recastnavigation/Sample_SoloMesh.cpp at master recastnavigation/recastnavigation GitHub
glDepthMask(GL_TRUE);.......
http://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp
TITLE : recastnavigation/Sample_SoloMesh.cpp at master recastnavigation/recastnavigation GitHub
glDepthMask(GL_FALSE);.......
http://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp
TITLE : recastnavigation/Sample_SoloMesh.cpp at master recastnavigation/recastnavigation GitHub
glDepthMask(GL_TRUE);.......
http://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp
TITLE : recastnavigation/Sample_SoloMesh.cpp at master recastnavigation/recastnavigation GitHub
glDepthMask(GL_FALSE);.......
http://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp
TITLE : recastnavigation/Sample_SoloMesh.cpp at master recastnavigation/recastnavigation GitHub
glDepthMask(GL_TRUE);.......
http://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp
TITLE : recastnavigation/Sample_SoloMesh.cpp at master recastnavigation/recastnavigation GitHub
glDepthMask(GL_FALSE);.......
http://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp
TITLE : recastnavigation/Sample_SoloMesh.cpp at master recastnavigation/recastnavigation GitHub
glDepthMask(GL_TRUE);.......
http://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp
TITLE : recastnavigation/Sample_SoloMesh.cpp at master recastnavigation/recastnavigation GitHub
glDepthMask(GL_FALSE);.......
http://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp
TITLE : recastnavigation/Sample_SoloMesh.cpp at master recastnavigation/recastnavigation GitHub
glDepthMask(GL_TRUE);.......
http://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp
TITLE : recastnavigation/Sample_SoloMesh.cpp at master recastnavigation/recastnavigation GitHub
glDepthMask(GL_FALSE);.......
http://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp
TITLE : recastnavigation/Sample_SoloMesh.cpp at master recastnavigation/recastnavigation GitHub
glDepthMask(GL_TRUE);.......
http://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp
TITLE : recastnavigation/Sample_SoloMesh.cpp at master recastnavigation/recastnavigation GitHub
glDepthMask(GL_FALSE);.......
http://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp
TITLE : recastnavigation/Sample_SoloMesh.cpp at master recastnavigation/recastnavigation GitHub
glDepthMask(GL_TRUE);.......
http://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp
TITLE : GL: fw_dice gcm sample broken texture Issue #1887 RPCS3/rpcs3 GitHub
- __glcheck glDepthMask(rsx::method_registers[NV4097_SET_DEPTH_MASK]);.......
http://github.com/RPCS3/rpcs3/issues/1887
TITLE : GL: fw_dice gcm sample broken texture Issue #1887 RPCS3/rpcs3 GitHub
+ __glcheck glDepthMask(rsx::method_registers.depth_write_enabled());.......
http://github.com/RPCS3/rpcs3/issues/1887
TITLE : Tutorial - Stenciled Shadow Volumes in OpenGL - joshbeam.com
glDepthMask(GL_FALSE);.......
http://joshbeam.com/articles/stenciled_shadow_volumes_in_opengl/
TITLE : Tutorial - Stenciled Shadow Volumes in OpenGL - joshbeam.com
glDepthMask(GL_TRUE);.......
http://joshbeam.com/articles/stenciled_shadow_volumes_in_opengl/
TITLE : Hello Cinder: Chapter 1
glDepthMask( GL_TRUE );.......
http://libcinder.org/docs/guides/tour/hello_cinder_chapter1.html
TITLE : Particles 3D Game Development with LWJGL 3
glDepthMask(false);.......
http://lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content/chapter20/chapter20.html
TITLE : Particles 3D Game Development with LWJGL 3
glDepthMask(true);.......
http://lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content/chapter20/chapter20.html
TITLE : glsim.js Documentation
glDepthMask(enableWriteToDepthBuffer) ? The parameter is treated as a boolean value........
http://math.hws.edu/graphicsbook/source/glsim/glsim-doc.html
TITLE : glDepthMask function (Windows)
void WINAPI glDepthMask(.......
http://msdn.microsoft.com/en-us/library/windows/desktop/dd318833(v=vs.85).aspx
TITLE : NeHe Productions: Blending
The code was modified once again to address problems that some video cards had with glDepthMask(). It seems this command would not effectively enable and disable depth buffer testing on some cards, so I've changed back to the old fashioned glEnable and Disable of Depth Testing........
http://nehe.gamedev.net/tutorial/blending/16001/
TITLE : Efficient particle system using OpenGL ES2.0 - Marcin Pdzim
glDepthMask( 0 );.......
http://noxytrux.github.io/blog/2014/09/16/efficient-particle-system-using-opengles2-dot-0/
TITLE : Efficient particle system using OpenGL ES2.0 - Marcin Pdzim
glDepthMask( 1 );.......
http://noxytrux.github.io/blog/2014/09/16/efficient-particle-system-using-opengles2-dot-0/
TITLE : Tutorial 36 - Deferred Shading - Part 2
glDepthMask(GL_TRUE);.......
http://ogldev.atspace.co.uk/www/tutorial36/tutorial36.html
TITLE : Tutorial 36 - Deferred Shading - Part 2
glDepthMask(GL_FALSE);.......
http://ogldev.atspace.co.uk/www/tutorial36/tutorial36.html
TITLE : OpenGL - Depth and stencils
glDepthMask(GL_FALSE);.......
http://open.gl/depthstencils
TITLE : OpenGL - Depth and stencils
glDepthMask(GL_TRUE);.......
http://open.gl/depthstencils
TITLE : OpenGL - Depth and stencils
glDepthMask(GL_FALSE); // Don't write to depth buffer.......
http://open.gl/depthstencils
TITLE : OpenGL - Depth and stencils
glDepthMask(GL_TRUE); // Write to depth buffer.......
http://open.gl/depthstencils
TITLE : Antialiasing
glDepthMask(0);.......
http://people.csail.mit.edu/ericchan/articles/prefilter/
TITLE : ios – PompiDev
You could disable writing into the ZBuffer with glDepthMask(false) and draw the background first. All the geometry that renders afterwards will overwrite the background........
http://pompidev.net/tag/ios/
TITLE : Cration d'une Skybox en OpenGL
glDepthMask(GL_FALSE);.......
http://raptor.developpez.com/tutorial/opengl/skybox/
TITLE : Cration d'une Skybox en OpenGL
glDepthMask(GL_TRUE);.......
http://raptor.developpez.com/tutorial/opengl/skybox/
TITLE : Oculus Avatar SDK with C++ | Electric Soup
Yes, I had to be quite selective about what i took from mirror sample and what to stub out e.g. i didnft want the platform stuff or avatar body. Plus there were some tweaks needed to get it to work with my project e.g. glDepthMask(GL_TRUE); glFrontFace(GL_CCW); that sort of thing. Ifve sent you email with more detail........
http://rdmilligan.wordpress.com/2016/12/24/oculus-avatar-sdk-with-c/
TITLE : Oculus Avatar SDK with C++ | Electric Soup
Ifve been having trouble getting the touch controllers working with the GL tiny room example. Could I get a copy of your example. I previously found some of the points you mentioned with the glDepthMask(GL_TRUE), but not sure what to do with the glFrontFace(GL_CCW); or if there are other things Ifm missing........
http://rdmilligan.wordpress.com/2016/12/24/oculus-avatar-sdk-with-c/
TITLE : c++ - OpenGL - Occlusion query depth buffer? - Stack Overflow
glDepthMask(GL_FALSE);.......
http://stackoverflow.com/questions/27385314/opengl-occlusion-query-depth-buffer
TITLE : c++ - OpenGL - Occlusion query depth buffer? - Stack Overflow
glDepthMask(GL_TRUE);.......
http://stackoverflow.com/questions/27385314/opengl-occlusion-query-depth-buffer
TITLE : Cel shading with OpenGL and GLSL
glDepthMask(GL_TRUE); // enable writes to Z-buffer.......
http://sunandblackcat.com/tipFullView.php@l=eng&topicid=15
TITLE : Cel shading with OpenGL and GLSL
glDepthMask(GL_FALSE); // disable writes to Z-buffer.......
http://sunandblackcat.com/tipFullView.php@l=eng&topicid=15
TITLE : Cel shading with OpenGL and GLSL
glDepthMask(GL_TRUE);.......
http://sunandblackcat.com/tipFullView.php@l=eng&topicid=15
TITLE : This is a C language opengles2.0 simple example how can I porting it to the sailfish platform - together.jolla.com
glDepthMask(true);.......
http://together.jolla.com/question/34168/this-is-a-c-language-opengles20-simple-example-how-can-i-porting-it-to-the-sailfish-platform/
TITLE : The insanity that is OpenGL Occlusion Queries | Parse Error
glDepthMask(GL_FALSE);.......
http://vertostudio.com/gamedev/@p=177
TITLE : The insanity that is OpenGL Occlusion Queries | Parse Error
glDepthMask(GL_TRUE);.......
http://vertostudio.com/gamedev/@p=177
TITLE : Chapter 9. Rendering Extensions
glDepthMask(GL_FALSE);.......
http://www-f9.ijs.si/~matevz/docs/007-2392-003/sgi_html/ch09.html
TITLE : Chapter 9. Rendering Extensions
glDepthMask(GL_TRUE);.......
http://www-f9.ijs.si/~matevz/docs/007-2392-003/sgi_html/ch09.html
TITLE : Simulating Particle Effects using OpenGL and C++3D Game Engine Programming
glDepthMask( GL_FALSE ); // Disable depth writes.......
http://www.3dgep.com/simulating-particle-effects-using-opengl/
TITLE : Shiny lights with flare in OpenGL « Alec's Web Log
Turns out to make something really look like a shiny light you need a bit more. I didnft want to go as far as physically-based rendering or even screen space post-processing. Rather I opted for a simple pure openGL approach with textures. I use the glDepthMask(GL_FALSE) to be sure that the layers of textures I paint for each shiny light correctly hid behind seen objects but donft occlude anything or each other. This gives a rather nice, and cheap, effect:.......
http://www.alecjacobson.com/weblog/@p=3654
TITLE : Java Question - Help OpenGl engine library | B4X Community - Android, iOS, desktop, server and IoT programming tools
GLES20.glDepthMask(true);.......
http://www.b4x.com/android/forum/threads/help-opengl-engine-library.30609/
TITLE : Java Question - Help OpenGl engine library | B4X Community - Android, iOS, desktop, server and IoT programming tools
GLES20.glDepthMask(false);.......
http://www.b4x.com/android/forum/threads/help-opengl-engine-library.30609/
TITLE : Java Question - Help OpenGl engine library | B4X Community - Android, iOS, desktop, server and IoT programming tools
GLES20.glDepthMask(true);.......
http://www.b4x.com/android/forum/threads/help-opengl-engine-library.30609/
TITLE : Badlogic Games • View topic - Skybox/GL20 Noob questions.
gl.glDepthMask(false);.......
http://www.badlogicgames.com/forum/viewtopic.php@f=11&t=82
TITLE : OpenGL Terrain Generation - An Introduction - CodeProject
glDepthMask(GL_FALSE);.......
http://www.codeproject.com/Articles/14154/OpenGL-Terrain-Generation-An-Introduction
TITLE : OpenGL Terrain Generation - An Introduction - CodeProject
glDepthMask(GL_TRUE);.......
http://www.codeproject.com/Articles/14154/OpenGL-Terrain-Generation-An-Introduction
TITLE : GLSurfaceView.setEGLConfigChooser Android code examples | Codota
GLES20.glDepthMask(true);.......
http://www.codota.com/android/methods/android.opengl.GLSurfaceView/setEGLConfigChooser
TITLE : Different sides of Ruby development: OpenGL : Diatom Enterprises
glDepthMask(GL_TRUE);.......
http://www.diatomenterprises.com/different-sides-of-ruby-development-opengl/
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 : OpenGL Point Sprites
glDepthMask(GL_FALSE);.......
http://www.idevgames.com/forums/thread-1905.html
TITLE : Cheap shadows tutorial - jMonkeyEngine - Indie DB
glDepthMask(0);.......
http://www.indiedb.com/engines/jmonkeyengine/tutorials/cheap-shadows
TITLE : Cheap shadows tutorial - jMonkeyEngine - Indie DB
glDepthMask(1);.......
http://www.indiedb.com/engines/jmonkeyengine/tutorials/cheap-shadows
TITLE : Texture Coordinate Generation | Texture Mapping in OpenGL: Beyond the Basics | InformIT
glDepthMask(GL_FALSE);.......
http://www.informit.com/articles/article.aspx@p=770639&seqNum=4
TITLE : Texture Coordinate Generation | Texture Mapping in OpenGL: Beyond the Basics | InformIT
glDepthMask(GL_TRUE);.......
http://www.informit.com/articles/article.aspx@p=770639&seqNum=4
TITLE : Blending
gl.glDepthMask(GL_FALSE);.......
http://www.it.hiof.no/~borres/j3d/explain/blending/p-blend.html
TITLE : Blending
gl.glDepthMask(GL_TRUE);.......
http://www.it.hiof.no/~borres/j3d/explain/blending/p-blend.html
TITLE : Shadows - NeHe Tutorial JOGL Port - Java Tips
gl.glDepthMask(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.glDepthMask(true);.......
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.glDepthMask(false); // Disable Depth Mask.......
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.glDepthMask(true); // Enable Depth Mask.......
http://www.java-tips.org/other-api-tips-100035/112-jogl/1702-shadows-nehe-tutorial-jogl-port.html
TITLE : Write Mask - OpenGL Wiki
void glDepthMask(GLboolean flag);.......
http://www.khronos.org/opengl/wiki/Write_Mask
TITLE : Android Lesson Five: An Introduction to Blending | Learn OpenGL ES
glDepthMask(false);.......
http://www.learnopengles.com/android-lesson-five-an-introduction-to-blending/
TITLE : Android Lesson Five: An Introduction to Blending | Learn OpenGL ES
glDepthMask(true);.......
http://www.learnopengles.com/android-lesson-five-an-introduction-to-blending/
TITLE : Documentation:File formats and extensions - MakeHuman Community Wiki
Set transparent to True to enable transparency rendering (usually needed when opacity is < 1) In itself this does not change the visual appearance of the model, but this setting should be enabled if your texture contains (semi-) transparent parts. This setting instructs the renderer to disable depth buffer writes (glDepthMask(false)) and enables alpha testing and blending so that transparent surfaces can overlap and to allow alpha blending........
http://www.makehumancommunity.org/wiki/Documentation%3AFile_formats_and_extensions
TITLE : 7.) Blending Basics - OpenGL 3.3 - Tutorials - Megabyte Softworks
glDepthMask(0); // Disable writing to depth buffer.......
http://www.mbsoftworks.sk/index.php@page=tutorials&series=1&tutorial=10
TITLE : 7.) Blending Basics - OpenGL 3.3 - Tutorials - Megabyte Softworks
glDepthMask(1); // Re-enable writing to depth buffer.......
http://www.mbsoftworks.sk/index.php@page=tutorials&series=1&tutorial=10
TITLE : Mesa Version History
* glDepthFunc(GL_ALWAYS) with glDepthMask(GL_FALSE) didn't work.......
http://www.mesa3d.org/versions.html
TITLE : Mesa Version History
* glClear w/ glDepthMask(GL_FALSE) didn't work right on 3Dfx.......
http://www.mesa3d.org/versions.html
TITLE : [Forge][1.6.4 - 1.8] EventHandler and IExtendedEntityProperties - Mapping and Modding Tutorials - Mapping and Modding - Minecraft Forum - Minecraft Forum
GL11.glDepthMask(false);.......
http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-forge-1-6-4-1-8-eventhandler-and
TITLE : [Forge][1.6.4 - 1.8] EventHandler and IExtendedEntityProperties - Mapping and Modding Tutorials - Mapping and Modding - Minecraft Forum - Minecraft Forum
GL11.glDepthMask(true);.......
http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-forge-1-6-4-1-8-eventhandler-and
TITLE : NoesisGUI Integration Tutorial - Documentation | NoesisGUI
glDepthMask(GL_TRUE);.......
http://www.noesisengine.com/docs/Gui.Core.SDKGuide.html
TITLE : Java Code Example
gl.glDepthMask(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.glDepthMask(gl.GL_FALSE) # disable drawing to depth buffer.......
http://www.pyqtgraph.org/documentation/_modules/pyqtgraph/graphicsItems/PlotCurveItem.html
TITLE : pyqtgraph.graphicsItems.PlotCurveItem — pyqtgraph 0.10.0 documentation
gl.glDepthMask(gl.GL_TRUE).......
http://www.pyqtgraph.org/documentation/_modules/pyqtgraph/graphicsItems/PlotCurveItem.html
TITLE : Example Code - Raspberry Pi Forums
glDepthMask(GL_TRUE);.......
http://www.raspberrypi.org/forums/viewtopic.php@t=33742
TITLE : Bind depth texture to read : opengl
glDepthMask(GL_TRUE).......
http://www.reddit.com/r/opengl/comments/3gu2h0/bind_depth_texture_to_read/
TITLE : Poor Manfs Reflection with the Stencil Buffer - iPhone 3D Programming [Book]
glDepthMask(GL_FALSE);.......
http://www.safaribooksonline.com/library/view/iphone-3d-programming/9781449388133/ch06s06.html
TITLE : Poor Manfs Reflection with the Stencil Buffer - iPhone 3D Programming [Book]
glDepthMask(GL_TRUE);.......
http://www.safaribooksonline.com/library/view/iphone-3d-programming/9781449388133/ch06s06.html
TITLE : OpenGL | sascha willems
The changes include fixed type declarations for boolean types (so you can now finally write glDepthMask(GL_FALSE)), and some fixes for exception handling on 64-bit windows platforms........
http://www.saschawillems.de/@cat=36
TITLE : SoA - Procedural Star Rendering
glDepthMask(GL_FALSE);.......
http://www.seedofandromeda.com/blogs/51-procedural-star-rendering
TITLE : SoA - Procedural Star Rendering
// Re-enable depth writeglDepthMask(GL_TRUE);.......
http://www.seedofandromeda.com/blogs/51-procedural-star-rendering
TITLE : SilverLining: Using SilverLining
glDepthMask(0);.......
http://www.sundog-soft.com/docs/html/usage.html
TITLE : SilverLining: Using SilverLining
glDepthMask(1);.......
http://www.sundog-soft.com/docs/html/usage.html
TITLE : 27. OpenGL Basic Shadows Swiftless Tutorials - OpenGL, GLSL & WebGL Tutorials for the computer graphics beginner
glDepthMask(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
glDepthMask(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
glDepthMask(GL_FALSE); //disable the depth mask.......
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
glDepthMask(GL_TRUE); //enable the depth mask.......
http://www.swiftless.com/tutorials/opengl/basic_shadows.html
TITLE : TextureDraw - X-Plane SDK
); // No depth write, e.g. glDepthMask(GL_FALSE);.......
http://www.xsquawkbox.net/xpsdk/mediawiki/TextureDraw
search Google

https://www.google.com/#q=glDepthMask