C language function:glStencilOp 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 glStencilOp(int fail, int zfail, int zpass) {.......
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.glStencilOp(fail, zfail, zpass);.......
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 glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { funcPtr_glStencilOp( fail, zfail, zpass); }.......
http://blog.csdn.net/nhsoft/article/details/6337434
TITLE : iPhone 3D Programming
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html
TITLE : iPhone 3D Programming
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html
TITLE : iPhone 3D Programming
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html
TITLE : iPhone 3D Programming
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html

glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); .......
http://cse.csusb.edu/tongyu/courses/cs420/notes/sdl.php

glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // Don't Change The Stencil Buffer.......
http://cse.csusb.edu/tongyu/courses/cs420/notes/sdl.php
TITLE : GL10 | Android Developers
abstract void glStencilOp(int fail, int zfail, int zpass).......
http://developer.android.com/reference/javax/microedition/khronos/opengles/GL10.html
TITLE : QOpenGLFunctions_3_2_Core Class | Qt GUI 5.9
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass).......
http://doc.qt.io/qt-5/qopenglfunctions-3-2-core.html
TITLE : QOpenGLFunctions_3_2_Core Class | Qt GUI 5.9
void QOpenGLFunctions_3_2_Core::glStencilOp(GLenum fail, GLenum zfail, GLenum zpass).......
http://doc.qt.io/qt-5/qopenglfunctions-3-2-core.html
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP); // draw 1s on test fail (always).......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
* set glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP) - which applies a no-op for all conditions.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // +1 when current pixel != 0.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : OpenGL Programming/Stencil buffer - Wikibooks, open books for an open world
glStencilOp(GL_INCR, GL_KEEP, GL_KEEP); // +1 when !(current pixel == 0).......
http://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
glStencilOp(fail,zfail,zpass); // by default GL_KEEP, GL_KEEP, GL_KEEP, do not change stencil buffer.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
If say glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP) then GL_REPLACE takes place and.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
If say glStencilOp(GL_KEEP, GL_INCR, GL_KEEP) then GL_INCR takes place and.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
If say, glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP) then Stencil values are not changed, only Color and Depth buffers are modified........
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP); // replace stencil buffer values to ref=1.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : Stencil buffer - Wikipedia
// can also be achieved by glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);.......
http://en.wikipedia.org/wiki/Stencil_buffer
TITLE : 2D Lighting and Shadows
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);.......
http://forum.lwjgl.org/index.php@topic=5203.0
TITLE : 2D Lighting and Shadows
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);.......
http://forum.lwjgl.org/index.php@topic=5203.0
TITLE : Using stencil buffer on iOS « Sparrow Forum
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);.......
http://forum.sparrow-framework.org/topic/using-stencil-buffer-on-ios
TITLE : Using stencil buffer on iOS « Sparrow Forum
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );.......
http://forum.sparrow-framework.org/topic/using-stencil-buffer-on-ios
TITLE : opengl - Stencil buffer mask calculation - Game Development Stack Exchange
This is where glStencilOp() comes in, glStencilOp() determines what's going to happen to the stencil buffer when a pixel is drawn (and in other situations too, but we won't worry about that). To increment the value in the stencil buffer for each pixel drawn (and hence record that you drew it) include this in the initialization of the entire sequence:.......
http://gamedev.stackexchange.com/questions/13765/stencil-buffer-mask-calculation
TITLE : opengl - Stencil buffer mask calculation - Game Development Stack Exchange
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);.......
http://gamedev.stackexchange.com/questions/13765/stencil-buffer-mask-calculation
TITLE : Minimal SDL2 & OpenGL stencil buffer example.mm GitHub
glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE );.......
http://gist.github.com/sealfin/d22f4ba4d1022e1b89dd
TITLE : Minimal SDL2 & OpenGL stencil buffer example.mm GitHub
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );.......
http://gist.github.com/sealfin/d22f4ba4d1022e1b89dd
TITLE : Tutorial - Stenciled Shadow Volumes in OpenGL - joshbeam.com
glStencilOp(GL_KEEP, GL_INCR, GL_KEEP);.......
http://joshbeam.com/articles/stenciled_shadow_volumes_in_opengl/
TITLE : Tutorial - Stenciled Shadow Volumes in OpenGL - joshbeam.com
glStencilOp(GL_KEEP, GL_DECR, GL_KEEP);.......
http://joshbeam.com/articles/stenciled_shadow_volumes_in_opengl/
TITLE : Tutorial - Stenciled Shadow Volumes in OpenGL - joshbeam.com
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);.......
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 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 : Lazy Foo' Productions - The Stencil Buffer
Lastly, we don't want to mess with the existing stencil values we have glStencilOp() keep them all........
http://lazyfoo.net/tutorials/OpenGL/26_the_stencil_buffer/index.php
TITLE : glStencilOp function (Windows)
void WINAPI glStencilOp(.......
http://msdn.microsoft.com/en-us/library/windows/desktop/dd368586(v=vs.85).aspx
TITLE : NeHe Productions: Shadows
glStencilOp( GL_KEEP, GL_KEEP, GL_INCR );.......
http://nehe.gamedev.net/tutorial/shadows/16010/
TITLE : NeHe Productions: Shadows
glStencilOp( GL_KEEP, GL_KEEP, GL_DECR );.......
http://nehe.gamedev.net/tutorial/shadows/16010/
TITLE : NeHe Productions: Shadows
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );.......
http://nehe.gamedev.net/tutorial/shadows/16010/
TITLE : OpenGL - Depth and stencils
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);.......
http://open.gl/depthstencils
TITLE : OpenGL - Depth and stencils
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);.......
http://open.gl/depthstencils
TITLE : Open GL Super Bible:Buffers: Not Just for Animation
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);.......
http://opengl.czweb.org/ch15/489-493.html
TITLE : Open GL Super Bible:Buffers: Not Just for Animation
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);.......
http://opengl.czweb.org/ch15/489-493.html
TITLE : Open GL Super Bible:Buffers: Not Just for Animation
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);.......
http://opengl.czweb.org/ch15/489-493.html
TITLE : Open GL Super Bible:Buffers: Not Just for Animation
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);.......
http://opengl.czweb.org/ch15/489-493.html
TITLE : Open GL Super Bible:Buffers: Not Just for Animation
* and glStencilOp() to cut away the middle of a cube........
http://opengl.czweb.org/ch15/489-493.html
TITLE : Open GL Super Bible:Buffers: Not Just for Animation
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);.......
http://opengl.czweb.org/ch15/489-493.html
TITLE : Open GL Super Bible:Buffers: Not Just for Animation
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);.......
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
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);.......
http://ravehgonen.wordpress.com/2015/10/28/real-working-example-of-opengl-nvidia-path-rendering-extension-with-offscreen-rendering-and-image-capture/
search Google

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