C language function:glStencilMask sample codes

Search sample code in the internet.It is the result.


TITLE : samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java - platform/development - Git at Google
public void glStencilMask(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.glStencilMask(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 glStencilMask(GLuint mask) { funcPtr_glStencilMask( mask); }.......
http://blog.csdn.net/nhsoft/article/details/6337434
TITLE : GL10 | Android Developers
abstract void glStencilMask(int mask).......
http://developer.android.com/reference/javax/microedition/khronos/opengles/GL10.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void glStencilMask(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::glStencilMask(GLuint mask).......
http://doc.qt.io/qt-5/qopenglfunctions-3-2-core.html
TITLE : QOpenGLFunctions_3_3_Core Class | Qt GUI 5.9
void glStencilMask(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::glStencilMask(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
glStencilMask(0xFF);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilMask(0x00);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
* set glStencilMask(0x00) - this means nothing will be written in any condition.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilMask(0x00);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilMask(0xFF);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
glStencilMask(stencilMask); // allow writing to stencil buffer, by default (0xFF) no mask........
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
glStencilMask(0xFF); // stencil buffer free to write.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
glStencilMask(0x00);.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : GitHub - memononen/nanovg: Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
glStencilMask(0xffffffff);.......
http://github.com/memononen/nanovg
TITLE : glStencilMask function (Windows)
void WINAPI glStencilMask(.......
http://msdn.microsoft.com/en-us/library/windows/desktop/dd368585(v=vs.85).aspx
TITLE : OpenGL - Depth and stencils
glStencilMask(0xFF);.......
http://open.gl/depthstencils
TITLE : OpenGL - Depth and stencils
glStencilMask(0x00);.......
http://open.gl/depthstencils
TITLE : OpenGL - Depth and stencils
glStencilMask(0xFF); // Write to stencil buffer.......
http://open.gl/depthstencils
TITLE : OpenGL - Depth and stencils
glStencilMask(0x00); // Don't write anything to stencil buffer.......
http://open.gl/depthstencils
TITLE : Buffers c Jeff Parker, ppt download
Initialize glClearColor(0.0, 0.0, 0.0, 0.0); glClearStencil(0); glStencilMask(1); // Now we can only write LSBit glEnable(GL_STENCIL_TEST); // But not Depth Test glClear(GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); // ? Didnft we do this with glClearStencil(0)?.......
http://slideplayer.com/slide/3449472/
TITLE : Buffers c Jeff Parker, ppt download
Initialize glClearColor(0.0, 0.0, 0.0, 0.0); glClearStencil(0); glStencilMask(1); // Now we can only write LSBit glEnable(GL_STENCIL_TEST); // But not Depth Test glClear(GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); // ? Didnft we do this with glClearStencil(0)? The glClear() function sets the bitplane area of the window to values previously set by glClearStencil() ... glClearStencil() defines what 'clear' means........
http://slideplayer.com/slide/3449472/
TITLE : What's wrong with this simple OpenGL/JOGL stencil test? - Stack Overflow
gl.glStencilMask(0xFF);.......
http://stackoverflow.com/questions/19038015/whats-wrong-with-this-simple-opengl-jogl-stencil-test
TITLE : What's wrong with this simple OpenGL/JOGL stencil test? - Stack Overflow
gl.glStencilMask(0);.......
http://stackoverflow.com/questions/19038015/whats-wrong-with-this-simple-opengl-jogl-stencil-test
TITLE : What's wrong with this simple OpenGL/JOGL stencil test? - Stack Overflow
I think you are missing a call to glStencilMask() which does the stenciling. en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer ? zero298 Sep 26 '13 at 20:39.......
http://stackoverflow.com/questions/19038015/whats-wrong-with-this-simple-opengl-jogl-stencil-test
TITLE : What's wrong with this simple OpenGL/JOGL stencil test? - Stack Overflow
You need a call to glStencilMask() it's what controls what gets written or not. Set it to do or don't write, draw a stencil (in your case, the diamond), set the glStencilMask() again, and then draw what you want to get clipped........
http://stackoverflow.com/questions/19038015/whats-wrong-with-this-simple-opengl-jogl-stencil-test
TITLE : opengl - Read depth values while stencil testing(same texture) - Stack Overflow
glStencilMask(0x00);.......
http://stackoverflow.com/questions/36782796/read-depth-values-while-stencil-testingsame-texture
TITLE : opengl - Read depth values while stencil testing(same texture) - Stack Overflow
I have updated my post with example code. I have not included the stencil operation in this rendering pass. I have also set the stencil mask like this: glStencilMask(0x00); ? karl88 Apr 22 '16 at 3:44.......
http://stackoverflow.com/questions/36782796/read-depth-values-while-stencil-testingsame-texture
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 : Chapter 10 - OpenGL Programming Guide
void glStencilMask(GLuint mask);.......
http://www.glprogramming.com/red/chapter10.html
TITLE : Chapter 10 - OpenGL Programming Guide
Note: The mask specified by glStencilMask() controls which stencil bitplanes are written. This mask isn't related to the mask that's specified as the third parameter of glStencilFunc(), which specifies which bitplanes are considered by the stencil function........
http://www.glprogramming.com/red/chapter10.html
TITLE : BlitzMax - test page |
* glStencilMask().......
http://www.graphio.net/@page_id=1111
TITLE : glStencilOp's GL_INCR & GL_DECR behaviour when masked?
if I call glStencilMask() with a mask value different than all 1's? Does the stencil.......
http://www.opengl.org/discussion_boards/showthread.php/149740-glStencilOp-s-GL_INCR-GL_DECR-behaviour-when-masked
TITLE : glStencilOp's GL_INCR & GL_DECR behaviour when masked?
glStencilMask()........
http://www.opengl.org/discussion_boards/showthread.php/149740-glStencilOp-s-GL_INCR-GL_DECR-behaviour-when-masked
TITLE : glStencilOp's GL_INCR & GL_DECR behaviour when masked?
when the depth test fails. Additionally, glStencilMask(0xFFEA) was called. The depth.......
http://www.opengl.org/discussion_boards/showthread.php/149740-glStencilOp-s-GL_INCR-GL_DECR-behaviour-when-masked
TITLE : glStencilOp's GL_INCR & GL_DECR behaviour when masked?
- glStencilMask() which is applied before writing to stencil.......
http://www.opengl.org/discussion_boards/showthread.php/149740-glStencilOp-s-GL_INCR-GL_DECR-behaviour-when-masked
TITLE : glStencilOp's GL_INCR & GL_DECR behaviour when masked?
As an example, I do not think there is any way to use only the upper bits (e.g. glStencilMask(0xf0)) of the stencil for stencil shadows (which use GL_INCR and GL_DECR)........
http://www.opengl.org/discussion_boards/showthread.php/149740-glStencilOp-s-GL_INCR-GL_DECR-behaviour-when-masked
TITLE : glStencilOp's GL_INCR & GL_DECR behaviour when masked?
However, it is possible to use the lower bits (e.g. glStencilMask(0x0f)) with GL_INCR_WRAP/GL_DECR_WRAP because no shifts are necessary before/after incrementing/decrementing the stencil value. By trying examples on paper, you can see that overflow/underflow wraps correctly........
http://www.opengl.org/discussion_boards/showthread.php/149740-glStencilOp-s-GL_INCR-GL_DECR-behaviour-when-masked
TITLE : pyqtgraph.graphicsItems.PlotCurveItem — pyqtgraph 0.10.0 documentation
gl.glStencilMask(0xFF).......
http://www.pyqtgraph.org/documentation/_modules/pyqtgraph/graphicsItems/PlotCurveItem.html
TITLE : pyqtgraph.graphicsItems.PlotCurveItem — pyqtgraph 0.10.0 documentation
gl.glStencilMask(0x00).......
http://www.pyqtgraph.org/documentation/_modules/pyqtgraph/graphicsItems/PlotCurveItem.html
TITLE : GTC 2012: GPU-Accelerated Path Rendering
36. Path Rendering Example (2 of 3) Initialization Clear the stencil buffer to zero and the color buffer to black glClearStencil(0); glClearColor(0,0,0,0); glStencilMask(~0); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); Specify the Paths Transform glMatrixIdentityEXT(GL_PROJECTION); glMatrixOrthoEXT(GL_MODELVIEW, 0,200, 0,200, -1,1); // uses DSA! Nothing really specific to path rendering here DSA = OpenGLfs Direct State Access extension (EXT_direct_state_access).......
http://www.slideshare.net/Mark_Kilgard/gtc-2012-gpuacceleratedpathrendering
search Google

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