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OpenGL OpenGL, GLFW when making 3d pyramid some faces do not show

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So when i make a 3d triangle it just misses faces as shown below (with quad)
 
 
1.JPG
 
2.JPG
 
3.JPG

#include <glfw3.h>
#include <stdio.h>
#include <iostream>

using namespace std;

/* Begin Void prototyping */
void error_callback(int error, const char* description);
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);

int main(void)
{
    GLFWwindow* window;

	/* Initializes error call-backs */
	glfwSetErrorCallback(error_callback);

    /* Initialize the library */
    if (!glfwInit())
        return -1;

    /* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); // fullscreen glfwGetPrimaryMonitor() (first NULL)
    if (!window)
    {
        glfwTerminate();
        return -1;
    }

	/* Makes OpenGL context current */
	glfwMakeContextCurrent(window);

    /* Make the window's context current */
    glfwMakeContextCurrent(window);

	/* Receives input events */
	glfwSetKeyCallback(window, key_callback);

    /* Loop until the user closes the window */
    while (!glfwWindowShouldClose(window))
    {
        /* Render here */
		float ratio;
        int width, height;

        glfwGetFramebufferSize(window, &width, &height);
        ratio = width / (float) height;

        glViewport(0, 0, width, height);
        glClear(GL_COLOR_BUFFER_BIT);

        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glOrtho(-ratio, ratio, -1.f, 1.f, 1.f, -1.f);
        glMatrixMode(GL_MODELVIEW);

        glLoadIdentity();
        glRotatef((float) glfwGetTime() * 50.f, 0.f, 0.f, 1.f);


	glBegin(GL_TRIANGLES);								// Start Drawing A Triangle
		glColor3f(1.0f,0.0f,0.0f);						// Red
		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Front)
		glColor3f(0.0f,1.0f,0.0f);						// Green
		glVertex3f(-1.0f,-1.0f, 1.0f);					// Left Of Triangle (Front)
		glColor3f(0.0f,0.0f,1.0f);						// Blue
		glVertex3f( 1.0f,-1.0f, 1.0f);					// Right Of Triangle (Front)
		glColor3f(1.0f,0.0f,0.0f);						// Red
		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Right)
		glColor3f(0.0f,0.0f,1.0f);						// Blue
		glVertex3f( 1.0f,-1.0f, 1.0f);					// Left Of Triangle (Right)
		glColor3f(0.0f,1.0f,0.0f);						// Green
		glVertex3f( 1.0f,-1.0f, -1.0f);					// Right Of Triangle (Right)
		glColor3f(1.0f,0.0f,0.0f);						// Red
		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Back)
		glColor3f(0.0f,1.0f,0.0f);						// Green
		glVertex3f( 1.0f,-1.0f, -1.0f);					// Left Of Triangle (Back)
		glColor3f(0.0f,0.0f,1.0f);						// Blue
		glVertex3f(-1.0f,-1.0f, -1.0f);					// Right Of Triangle (Back)
		glColor3f(1.0f,0.0f,0.0f);						// Red
		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Left)
		glColor3f(0.0f,0.0f,1.0f);						// Blue
		glVertex3f(-1.0f,-1.0f,-1.0f);					// Left Of Triangle (Left)
		glColor3f(0.0f,1.0f,0.0f);						// Green
		glVertex3f(-1.0f,-1.0f, 1.0f);					// Right Of Triangle (Left)
	glEnd();											// Done Drawing The Pyramid


        /* Swap front and back buffers */
        glfwSwapBuffers(window);

        /* Poll for and process events */
        glfwPollEvents();
    }

	glfwDestroyWindow(window);

    glfwTerminate();
    return 0;
}

/* 
	Calls back the program if a GLFW function fail and logs it
*/
void error_callback(int error, const char* description)
{
    fputs(description, stderr);
}

/* Gives keys events */
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
	switch(key)
	{
	case GLFW_KEY_ESCAPE:
		glfwSetWindowShouldClose(window, GL_TRUE);
		break;
	case GLFW_KEY_W:
		cout << "W works!!!" << endl;
		break;
	case GLFW_KEY_A:
		cout << "A works!!!" << endl;
		break;
	case GLFW_KEY_S:
		cout << "S works!!!" << endl;
		break;
	case GLFW_KEY_D:
		cout << "D works!!!" << endl;
		break;
	}
}

Ive been trying to fix it for hours i just dont know what too do now 

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The code and the screen shot you posted don't match. The code draws four triangles in a pyramid, but the code shows a (partial) cube.

 

But if the problem is the same in the screen shot and the code, then you don't use the depth buffer. Check the documentation for GLFW on how to ensure that you have a depth buffer, and then you need to enable depth test and clear the depth buffer every frame.

Edited by Brother Bob

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      I literally can't find what is wrong. If you need more code, ask me to post it. I will also attach all the source files.
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      Error.cpp
      IndexBuffer.cpp
      Input.cpp
      Renderer.cpp
      Scene.cpp
      Shader.cpp
      Sprite.cpp
      Texture.cpp
      VertexArray.cpp
      VertexBuffer.cpp
      VertexBufferLayout.cpp
      Window.cpp
      Brain.h
      Error.h
      IndexBuffer.h
      Input.h
      Renderer.h
      Scene.h
      Shader.h
      SpaceShooterEngine.h
      Sprite.h
      Texture.h
      VertexArray.h
      VertexBuffer.h
      VertexBufferLayout.h
      Window.h
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