I did try to write to gl_FragDepth, but it had no effect... Here's some trimmed test code: http://pastebin.com/YD9pu0TU
On Fri, Feb 24, 2012 at 6:03 AM, James Gao <email@example.com> wrote:Sorry for spamming the list, but I've seem to find another problem with my code. I can't seem to get depth test to work. I've checked all the usual suspects -- glEnable, glut is allocating the depth buffer. I'm using almost exclusively glsl 1.1 (no fixed function commands) -- is there something I must do in the shaders themselves in order to get depth test to work?You can write to gl_DepthCoord, but typically this is implicitly done as glFragCoord.z.
Can we see code?