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Try using glCullFace( GL_BACK );


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In your code you seem to assume each face consists of 3 vertices aka. triangles which doesn't have to be the case. Blender tend to prefer exporting OBJ models using quads instead. The easiest way to fix this is to tell blender to convert all quads to triangles before exporting. Just tick off "Triangulate Faces" when you export. Though you do seem to also ...



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