C language function:glStencilFunc 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 glStencilFunc(int func, int ref, int mask) {.......
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.glStencilFunc(func, ref, mask);.......
http://android.googlesource.com/platform/development/+/master/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java
TITLE : OpenGL ES ͊Ix^B - NhsoftI - CSDNq
__declspec(dllexport) void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask) { funcPtr_glStencilFunc( func, ref, mask); }.......
http://blog.csdn.net/nhsoft/article/details/6337434
TITLE : iPhone 3D Programming
glStencilFunc(GL_ALWAYS, 0xff, 0xff);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html
TITLE : iPhone 3D Programming
void glStencilFunc(GLenum func, GLint ref, GLuint mask);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html
TITLE : iPhone 3D Programming
glStencilFunc(GL_ALWAYS, 0xff, 0xff);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html
TITLE : iPhone 3D Programming
glStencilFunc(GL_EQUAL, 0xff, 0xff);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html

glStencilFunc(GL_ALWAYS, 1, 1); // Always Passes, 1 Bit Plane, 1 As Mask.......
http://cse.csusb.edu/tongyu/courses/cs420/notes/sdl.php

glStencilFunc(GL_EQUAL, 1, 1); // We Draw Only Where The Stencil Is 1.......
http://cse.csusb.edu/tongyu/courses/cs420/notes/sdl.php
TITLE : GL10 | Android Developers
abstract void glStencilFunc(int func, int ref, int mask).......
http://developer.android.com/reference/javax/microedition/khronos/opengles/GL10.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void glStencilFunc(GLenum func, GLint ref, GLuint mask).......
http://doc.qt.io/qt-5/qopenglfunctions-3-2-core.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void QOpenGLFunctions_3_2_Core::glStencilFunc(GLenum func, GLint ref, GLuint mask).......
http://doc.qt.io/qt-5/qopenglfunctions-3-2-core.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void glStencilFunc(GLenum func, GLint ref, GLuint mask).......
http://doc.qt.io/qt-5/qopenglfunctions-3-3-core.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void QOpenGLFunctions_3_3_Core::glStencilFunc(GLenum func, GLint ref, GLuint mask).......
http://doc.qt.io/qt-5/qopenglfunctions-3-3-core.html
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilFunc(GL_NEVER, 1, 0xFF);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilFunc(GL_EQUAL, 0, 0xFF);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilFunc(GL_EQUAL, 1, 0xFF);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilFunc(GL_LEQUAL, 1, 0xFF);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilFunc(GL_NOTEQUAL, 0, 0xFF);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilFunc(GL_EQUAL, 0, 0xFF);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
glStencilFunc(func, ref, mask); // by default GL_ALWAYS, 0, 0xFF, always pass stencil test.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
glStencilFunc(GL_NEVER, 1, 0xFF); // never pass stencil test.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
glStencilFunc(GL_EQUAL, 1, 0xFF);.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : 2D Lighting and Shadows
) and then after drawing all the lights, drawing black wherever there isn't a value written into the stencil test. (Ie set the stencil test to GL_NEQUAL to the reference value you gave glStencilFunc() before ).......
http://forum.lwjgl.org/index.php@topic=5203.0
TITLE : 2D Lighting and Shadows
glStencilFunc(GL_ALWAYS, 1, 1);.......
http://forum.lwjgl.org/index.php@topic=5203.0
TITLE : 2D Lighting and Shadows
glStencilFunc(GL_EQUAL, 0, 1);.......
http://forum.lwjgl.org/index.php@topic=5203.0
TITLE : Using stencil buffer on iOS « Sparrow Forum
glStencilFunc(GL_ALWAYS, 1, 0xffffffff);.......
http://forum.sparrow-framework.org/topic/using-stencil-buffer-on-ios
TITLE : Using stencil buffer on iOS « Sparrow Forum
glStencilFunc(GL_EQUAL, 1, 0xffffffff);.......
http://forum.sparrow-framework.org/topic/using-stencil-buffer-on-ios
TITLE : opengl - Stencil buffer mask calculation - Game Development Stack Exchange
This is a job for glStencilFunc(). It determines what's going to happen to the frame buffer depending on what the value in the stencil buffer is........
http://gamedev.stackexchange.com/questions/13765/stencil-buffer-mask-calculation
TITLE : opengl - Stencil buffer mask calculation - Game Development Stack Exchange
You need to call it before every rendering pass to say 'only draw if the stencil buffer says I drew last time round'. Since the stencil buffer is being incremented each time, the value to test against needs to be incremented too. For example, the first three rendering passes should call glStencilFunc() like this:.......
http://gamedev.stackexchange.com/questions/13765/stencil-buffer-mask-calculation
TITLE : opengl - Stencil buffer mask calculation - Game Development Stack Exchange
glStencilFunc(GL_EQUAL, 0, 1); // if (stencil_buffer_value == 0) draw;.......
http://gamedev.stackexchange.com/questions/13765/stencil-buffer-mask-calculation
TITLE : opengl - Stencil buffer mask calculation - Game Development Stack Exchange
glStencilFunc(GL_EQUAL, 1, 1); // if (stencil_buffer_value == 1) draw;.......
http://gamedev.stackexchange.com/questions/13765/stencil-buffer-mask-calculation
TITLE : opengl - Stencil buffer mask calculation - Game Development Stack Exchange
glStencilFunc(GL_EQUAL, 2, 1); // if (stencil_buffer_value == 2) draw;.......
http://gamedev.stackexchange.com/questions/13765/stencil-buffer-mask-calculation
TITLE : Minimal SDL2 & OpenGL stencil buffer example.mm GitHub
glStencilFunc( GL_ALWAYS, 1 , 0xffffffff );.......
http://gist.github.com/sealfin/d22f4ba4d1022e1b89dd
TITLE : Minimal SDL2 & OpenGL stencil buffer example.mm GitHub
glStencilFunc( GL_EQUAL, 1, 0xffffffff );.......
http://gist.github.com/sealfin/d22f4ba4d1022e1b89dd
TITLE : Tutorial - Stenciled Shadow Volumes in OpenGL - joshbeam.com
glStencilFunc(GL_ALWAYS, 0x0, 0xff);.......
http://joshbeam.com/articles/stenciled_shadow_volumes_in_opengl/
TITLE : Tutorial - Stenciled Shadow Volumes in OpenGL - joshbeam.com
glStencilFunc(GL_NOTEQUAL, 0x0, 0xff);.......
http://joshbeam.com/articles/stenciled_shadow_volumes_in_opengl/
TITLE : Lazy Foo' Productions - The Stencil Buffer
//Place a 1 where rendered glStencilFunc( GL_ALWAYS, 1, 1 ); //Replace where rendered glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE ); //Render stencil triangle glTranslatef( gPolygonX, gPolygonY, 0.f ); glRotatef( gPolygonAngle, 0.f, 0.f, 1.f ); glBegin( GL_TRIANGLES ); glVertex2f( -0.f / 4.f, -SCREEN_HEIGHT / 4.f ); glVertex2f( SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f ); glVertex2f( -SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f ); glEnd();.......
http://lazyfoo.net/tutorials/OpenGL/26_the_stencil_buffer/index.php
TITLE : Lazy Foo' Productions - The Stencil Buffer
This call to glStencilFunc() will handle how we render to the stencil buffer. "GL_ALWAYS" makes sure that where ever our triangle renders, a "1" (the second argument) will be rendered to the stencil buffer. The last argument is a mask that ANDs the second argument when we render. You'll want to use a different mask if you're using stencil values other than one........
http://lazyfoo.net/tutorials/OpenGL/26_the_stencil_buffer/index.php
TITLE : Lazy Foo' Productions - The Stencil Buffer
This call to glStencilOp() controls what happens with the stencil values we try to render. We want the values we render (which is the second argument in our call to glStencilFunc()) to the stencil buffer to replace what's in the stencil buffer so the first argument is "GL_REPLACE". The 2nd/3rd arguments have to do with the depth buffer, but since it's disabled it doesn't matter for this demo........
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 : glStencilFunc function (Windows)
void WINAPI glStencilFunc(.......
http://msdn.microsoft.com/ja-jp/library/windows/desktop/dd368584(v=vs.85).aspx
TITLE : NeHe Productions: Shadows
glStencilFunc( GL_ALWAYS, 1, 0xFFFFFFFFL );.......
http://nehe.gamedev.net/tutorial/shadows/16010/
TITLE : NeHe Productions: Shadows
glStencilFunc( GL_NOTEQUAL, 0, 0xFFFFFFFFL );.......
http://nehe.gamedev.net/tutorial/shadows/16010/
TITLE : Tutorial 40 - Stencil Shadow Volume
glStencilFunc(GL_ALWAYS, 0, 0xff);.......
http://ogldev.atspace.co.uk/www/tutorial40/tutorial40.html
TITLE : Tutorial 40 - Stencil Shadow Volume
glStencilFunc(GL_EQUAL, 0x0, 0xFF);.......
http://ogldev.atspace.co.uk/www/tutorial40/tutorial40.html
TITLE : OpenGL - Depth and stencils
glStencilFunc(GL_GEQUAL, 2, 0xFF);.......
http://open.gl/depthstencils
TITLE : OpenGL - Depth and stencils
glStencilFunc(GL_ALWAYS, 1, 0xFF);.......
http://open.gl/depthstencils
TITLE : OpenGL - Depth and stencils
glStencilFunc(GL_EQUAL, 1, 0xFF);.......
http://open.gl/depthstencils
TITLE : OpenGL - Depth and stencils
glStencilFunc(GL_ALWAYS, 1, 0xFF); // Set any stencil to 1.......
http://open.gl/depthstencils
TITLE : OpenGL - Depth and stencils
glStencilFunc(GL_EQUAL, 1, 0xFF); // Pass test if stencil value is 1.......
http://open.gl/depthstencils
TITLE : Open GL Super Bible:Buffers: Not Just for Animation
glStencilFunc(GL_ALWAYS, 1, 1);.......
http://opengl.czweb.org/ch15/489-493.html
TITLE : Open GL Super Bible:Buffers: Not Just for Animation
glStencilFunc(GL_EQUAL, 1, 1);.......
http://opengl.czweb.org/ch15/489-493.html
TITLE : Open GL Super Bible:Buffers: Not Just for Animation
glStencilFunc(GL_ALWAYS, 1, 1);.......
http://opengl.czweb.org/ch15/489-493.html
TITLE : Open GL Super Bible:Buffers: Not Just for Animation
glStencilFunc(GL_NOTEQUAL, 1, 1); /* Draw where sphere isnt */.......
http://opengl.czweb.org/ch15/489-493.html
TITLE : Open GL Super Bible:Buffers: Not Just for Animation
* "stencilct.c" - A test program demonstrating the use of glStencilFunc().......
http://opengl.czweb.org/ch15/489-493.html
TITLE : Open GL Super Bible:Buffers: Not Just for Animation
glStencilFunc(GL_ALWAYS, 1, 1);.......
http://opengl.czweb.org/ch15/489-493.html
TITLE : Open GL Super Bible:Buffers: Not Just for Animation
glStencilFunc(GL_NOTEQUAL, 1, 1);.......
http://opengl.czweb.org/ch15/489-493.html
TITLE : Real working example of OpenGL NVIDIA Path Rendering Extension with Offscreen Rendering and Image Capture – Raveh Gonen's Blog
glStencilFunc(GL_NOTEQUAL, 0, 0x1F);.......
http://ravehgonen.wordpress.com/2015/10/28/real-working-example-of-opengl-nvidia-path-rendering-extension-with-offscreen-rendering-and-image-capture/
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https://www.google.com/#q=glStencilFunc