Normals problems

Hi, i´m having problem with normals in my first 3D world.
my world dimensions is disposed in a big cube.

When the camera is in cube I see the left ,right, front, back and botton faces but the up face is like blended.
When the camera is out cube I see the up face but don´t see the left ,right, front, back and botton faces.

Using c++ I used the GL_CULL_FACE command to resolve that problem and enabled the z buffer with GL_DEPTH_TEST.

I wrote a new application to draw a simple GL_QUAD and rotate it with mouse. Turning it in 360 degrees is possible to see only one of the faces.
How can i resolve it???

this is actually not a problem with the normals but with the winding order of your polygons.

try setting
gl.glDisable(GL.GL_CULL_FACE);
and you should be able to see both sides of your polygons, if that’s what you want.