From: Ben S. <bs...@vr...> - 2002-03-28 09:23:27
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it's 3:10 AM and I'm up too ;) hopefully you're using glut because then the solution is pretty trivial. when you initialize the display mode, you need to add an extra flag, namely GLUT_DEPTH to make sure your window has the Z-buffer necessary for doing depth testing. then before you do any drawing, you need to enable depth testing with glEnable( GL_DEPTH_TEST ). the default testing method is usually what you want to do. finally, when you clear the buffers with glClear you also want to clear the depth buffer by adding the flag GL_DEPTH_BUFFER_BIT. code ... main() { glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH ); // more glut init stuff } void onRedisplay() { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glEnable( GL_DEPTH_TEST ); // fun drawing stuff here ^_^ } good luck on that addiction. ^_^ cheers, ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Thu, 28 Mar 2002, Lou Herard wrote: > Yes, it's 2:56 AM, and I am addicted...How do you make depth testing work??????? > > - Lou > |