I am creating a 2D application using pyOpenGL. Here is the init function:

    glEnable(GL_BLEND)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
    glEnable(GL_TEXTURE_2D)
    glEnable(GL_LINE_SMOOTH)
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST)
    glClearColor(0.5, 0.5, 0.5, 0.0)                    # This Will Clear The Background Color To Black
    glDepthFunc(GL_LESS)                # The Type Of Depth Test To Do
    glClearDepth(1.0)                    # Enables Clearing Of The Depth Buffer
    glEnable(GL_DEPTH_TEST)                # Enables Depth Testing
    glShadeModel(GL_SMOOTH)                # Enables Smooth Color Shading
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()                    # Reset The Projection Matrix
    gluOrtho2D(0,640,480,0)       #This is to make (0,0) at Top-Left
    glMatrixMode(GL_MODELVIEW)

    Everything I am drawing with 'z' less the  1.0 is visible. If I am drawing something where 'z' is greater then 1.0 it's not visible. Although I am creating a 2D application but still I need to maintain a depth of my sprites. The sprites are basically a rectangle with some points and text written on it. For this purpose I am thinking to draw every sprite and it's related content between a fix depth, say between 1.0-2.0. Next one will be 2.1-3.0.
This way when I drag the sprite they will properly over lap another one. But some how things are not working here. Badly need some tips or suggestions.


Cheers


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